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9 hoursdocs: add audio system enhancement tasksHEADmainskal
Add two low-priority sub-tasks: - MP3 sample assets with miniaudio - GPU-accelerated PCM synthesis via compute shader Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
9 hoursdocs: mark tracker humanization task as IMPLEMENTEDskal
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
9 hoursfeat(tracker): add sample offset and humanizationskal
Implements two tracker realism features: 1. Sample Offset (compile-time): - Add offset_sec field to NoteParams and Sample structs - Parse OFFSET parameter in SAMPLE directive - Apply timing shift during compilation (zero runtime cost) - Use for attack-heavy samples to align perceived beat 2. Humanization (runtime, deterministic): - Add humanize_seed, timing_variation_pct, volume_variation_pct to TrackerScore - Parse HUMANIZE directive with SEED/TIMING/VOLUME params - Apply per-event RNG jitter using std::minstd_rand - Deterministic: same seed produces identical output Both features work in real-time playback and WAV export. Test file: data/test_humanize.track Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
9 hourssome tweakingskal
12 hoursrefactor(wgsl): consolidate SDF shapes into single common fileskal
Merge sdf_primitives.wgsl into math/sdf_shapes.wgsl to eliminate duplication and establish single source of truth for all SDF functions. Changes: - Delete common/shaders/sdf_primitives.wgsl (duplicate of math/sdf_shapes.wgsl) - Add sdBox2D() and sdEllipse() to math/sdf_shapes.wgsl - Update ellipse.wgsl (main/test) to use #include "math/sdf_shapes" - Update scene1.wgsl to use math/sdf_shapes instead of sdf_primitives - Rename asset SHADER_SDF_PRIMITIVES → SHADER_SDF_SHAPES - Update shader registration and tests Impact: - ~60 lines eliminated from ellipse shaders - Single source for 3D primitives (sphere, box, torus, plane) and 2D (box, ellipse) - Consistent include path across codebase All tests passing (34/34). handoff(Claude): SDF shapes consolidated to math/sdf_shapes.wgsl Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
12 hoursrefactor(wgsl): replace inline fullscreen_vs with common includeskal
Replace duplicate fullscreen triangle vertex shader code with #include "render/fullscreen_vs" in 8 workspace shaders. Eliminates ~60 lines of duplication and establishes single source of truth. Modified shaders: - circle_mask_compute.wgsl (main/test) - circle_mask_render.wgsl (main/test) - ellipse.wgsl (main/test) - gaussian_blur.wgsl (main/test) Updated test_shader_assets.cc to validate include directive instead of inline @vertex keyword for affected shaders. All tests passing (34/34). handoff(Claude): Shader modularization - fullscreen_vs consolidated Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
12 hoursstyle: Apply clang-format to codebaseskal
12 hoursrefactor(wgsl): modularize common shader functionsskal
Extracted common WGSL functions into separate files in `common/shaders/` to improve reusability and maintainability. - Created `common/shaders/render/fullscreen_vs.wgsl` for a reusable fullscreen vertex shader. - Created `common/shaders/math/color.wgsl` for color conversion and tone mapping functions. - Created `common/shaders/math/utils.wgsl` for general math utilities. - Created `common/shaders/render/raymarching.wgsl` for SDF raymarching logic. - Updated multiple shaders to use these new common snippets via `#include`. - Fixed the shader asset validation test to correctly handle shaders that include the common vertex shader. This refactoring makes the shader code more modular and easier to manage.
12 hoursrefactor(gpu): Relocate effects to src/effects and streamline includesskal
This refactoring improves the project's structure by decoupling visual effects from the core GPU module. All effect implementations have been moved from to a new top-level directory. Shared utilities like , , and have been consolidated into the parent directory. - **Motivation**: To create a clearer separation of concerns, making the codebase easier to navigate and maintain. This move treats effects as a distinct layer that depends on the core GPU module, rather than being embedded within it. - **Changes**: - Created new directory. - Moved all effect source files (, ) to . - Moved shared helpers (, , ) to . - Updated and to reflect the new file locations for all build targets. - Corrected all directives across the entire codebase (, , ) to point to the new paths. - Updated all markdown documentation ( files) to ensure file paths and architectural descriptions are accurate. - Fixed several compiler errors related to incorrect enum casting () that were exposed during cross-compilation for Windows. - **Verification**: - The entire project builds successfully for both native and Windows cross-compilation targets. - All 34 tests pass (Usage ctest [options]). - The --- Running Native Build & Tests --- Configuring with all options enabled (tests + tools)... -- -- Build Configuration: -- DEMO_SIZE_OPT: ON -- DEMO_STRIP_ALL: ON -- DEMO_FINAL_STRIP: OFF -- DEMO_STRIP_EXTERNAL_LIBS: OFF -- DEMO_BUILD_TESTS: ON -- DEMO_BUILD_TOOLS: ON -- DEMO_ENABLE_COVERAGE: OFF -- DEMO_ENABLE_DEBUG_LOGS: OFF -- DEMO_HEADLESS: OFF -- DEMO_WORKSPACE: main -- -- Loaded workspace: Main Demo -- Timeline: timeline.seq -- Music: pop_punk_drums.track -- Assets: assets.txt -- Using workspace: main -- Configuring done (0.0s) -- Generating done (0.1s) -- Build files have been written to: /Users/skal/demo/build Building all targets (demo, tests, and tools)... [ 0%] Built target validate_uniforms_script [ 1%] Built target procedural [ 2%] Validating uniform buffer sizes and alignments... [ 3%] Built target tracker_compiler [ 4%] Built target test_3d [ 4%] Built target test_maths [ 4%] Built target seq_compiler [ 4%] Built target tracker_compiler_host [ 5%] Built target asset_packer [ 5%] Built target test_procedural [ 6%] Compiling demo sequence from workspace main... [ 6%] Built target generate_tracker_music [ 6%] Built target generate_test_demo_music [ 6%] Compiling test_demo sequence... Using BPM: 90 Successfully generated timeline with 16 sequences. Using BPM: 120 Demo end time: 16.000000s Successfully generated timeline with 1 sequences. [ 6%] Built target generate_test_demo_timeline [ 6%] Built target generate_timeline Validation Warning for 'CommonPostProcessUniforms': Matching WGSL struct not found. Validation OK for 'FadeParams': Size 16 matches C++ expected size. Validation OK for 'ThemeModulationParams': Size 16 matches C++ expected size. Validation OK for 'GaussianBlurParams': Size 8 matches C++ expected size. Validation OK for 'DistortParams': Size 8 matches C++ expected size. Validation OK for 'CircleMaskParams': Size 16 matches C++ expected size. [ 6%] Built target generate_test_assets [ 7%] Built target generate_demo_assets [ 7%] Built target validate_uniforms [ 8%] Built target util [ 10%] Built target test_assets [ 11%] Built target test_shader_assets [ 12%] Built target test_file_watcher [ 15%] Built target 3d [ 21%] Built target test_platform [ 22%] Built target audio [ 23%] Built target test_window [ 26%] Built target test_fft [ 27%] Built target test_synth [ 27%] Built target test_spectral_brush [ 27%] Built target test_physics [ 28%] Built target test_dct [ 31%] Building CXX object CMakeFiles/gpu.dir/src/gpu/effect.cc.o [ 30%] Built target test_mock_backend [ 32%] Built target test_scene_loader [ 33%] Built target test_audio_backend [ 34%] Built target test_audio_gen [ 36%] Built target test_silent_backend [ 39%] Built target test_jittered_audio [ 39%] Building CXX object CMakeFiles/gpu.dir/src/effects/heptagon_effect.cc.o [ 42%] Built target test_wav_dump [ 44%] Built target test_tracker_timing [ 44%] Building CXX object CMakeFiles/gpu.dir/src/effects/particles_effect.cc.o [ 45%] Building CXX object CMakeFiles/gpu.dir/src/effects/passthrough_effect.cc.o [ 47%] Built target test_variable_tempo [ 50%] Built target test_audio_engine [ 52%] Built target test_tracker [ 52%] Building CXX object CMakeFiles/gpu.dir/src/effects/moving_ellipse_effect.cc.o [ 52%] Building CXX object CMakeFiles/gpu.dir/src/effects/particle_spray_effect.cc.o [ 52%] Building CXX object CMakeFiles/gpu.dir/src/effects/gaussian_blur_effect.cc.o [ 54%] Built target test_spectool [ 55%] Building CXX object CMakeFiles/gpu.dir/src/effects/solarize_effect.cc.o [ 55%] Building CXX object CMakeFiles/gpu.dir/src/effects/scene1_effect.cc.o [ 55%] Building CXX object CMakeFiles/gpu.dir/src/effects/chroma_aberration_effect.cc.o [ 55%] Building CXX object CMakeFiles/gpu.dir/src/gpu/shaders.cc.o [ 57%] Building CXX object CMakeFiles/gpu.dir/src/effects/vignette_effect.cc.o [ 57%] Building CXX object CMakeFiles/gpu.dir/src/gpu/post_process_helper.cc.o [ 57%] Linking CXX static library libgpu.a [ 60%] Built target gpu [ 60%] Linking CXX executable test_uniform_helper [ 60%] Linking CXX executable test_shader_composer [ 60%] Building CXX object CMakeFiles/test_sequence.dir/src/tests/assets/test_sequence.cc.o [ 61%] Linking CXX executable test_noise_functions [ 62%] Linking CXX executable test_shader_compilation [ 62%] Building CXX object CMakeFiles/test_demo.dir/src/app/test_demo.cc.o [ 62%] Building CXX object CMakeFiles/demo64k.dir/src/app/main.cc.o [ 62%] Building CXX object CMakeFiles/test_3d_render.dir/src/generated/timeline.cc.o [ 63%] Built target test_uniform_helper [ 64%] Built target test_shader_composer [ 64%] Building CXX object CMakeFiles/test_3d_physics.dir/src/generated/timeline.cc.o [ 65%] Built target test_noise_functions [ 66%] Built target test_shader_compilation [ 67%] Building CXX object CMakeFiles/test_mesh.dir/src/generated/timeline.cc.o [ 67%] Building CXX object CMakeFiles/test_effect_base.dir/src/tests/gpu/test_effect_base.cc.o [ 67%] Building CXX object CMakeFiles/test_demo_effects.dir/src/tests/gpu/test_demo_effects.cc.o [ 67%] Building CXX object CMakeFiles/test_sequence.dir/src/generated/timeline.cc.o [ 68%] Building CXX object CMakeFiles/test_demo.dir/src/generated/test_demo_timeline.cc.o [ 68%] Building CXX object CMakeFiles/demo64k.dir/src/generated/timeline.cc.o [ 68%] Linking CXX executable test_3d_render [ 68%] Building CXX object CMakeFiles/test_effect_base.dir/src/generated/timeline.cc.o [ 68%] Linking CXX executable test_3d_physics [ 68%] Linking CXX executable test_mesh [ 71%] Built target test_3d_render [ 71%] Building CXX object CMakeFiles/test_post_process_helper.dir/src/tests/gpu/test_post_process_helper.cc.o [ 72%] Building CXX object CMakeFiles/test_demo_effects.dir/src/generated/timeline.cc.o [ 72%] Linking CXX executable test_demo [ 75%] Built target test_3d_physics [ 77%] Built target test_mesh [ 77%] Linking CXX executable test_texture_manager [ 78%] Linking CXX executable test_sequence [ 78%] Linking CXX executable test_gpu_procedural [ 80%] Built target test_demo [ 81%] Linking CXX executable test_gpu_composite [ 81%] Linking CXX executable demo64k [ 83%] Built target test_sequence [ 85%] Built target test_texture_manager [ 86%] Built target test_gpu_procedural [ 86%] Linking CXX executable test_post_process_helper [ 86%] Linking CXX executable test_effect_base [ 87%] Built target test_gpu_composite [ 90%] Built target demo64k [ 92%] Built target test_post_process_helper [ 96%] Built target test_effect_base [ 96%] Linking CXX executable test_demo_effects [100%] Built target test_demo_effects Running test suite... Test project /Users/skal/demo/build Start 1: HammingWindowTest 1/34 Test #1: HammingWindowTest ................ Passed 0.00 sec Start 2: MathUtilsTest 2/34 Test #2: MathUtilsTest .................... Passed 0.00 sec Start 3: FileWatcherTest 3/34 Test #3: FileWatcherTest .................. Passed 0.00 sec Start 4: SynthEngineTest 4/34 Test #4: SynthEngineTest .................. Passed 0.00 sec Start 5: DctTest 5/34 Test #5: DctTest .......................... Passed 0.00 sec Start 6: FftTest 6/34 Test #6: FftTest .......................... Passed 0.01 sec Start 7: SpectralBrushTest 7/34 Test #7: SpectralBrushTest ................ Passed 0.01 sec Start 8: AudioGenTest 8/34 Test #8: AudioGenTest ..................... Passed 0.00 sec Start 9: AudioBackendTest 9/34 Test #9: AudioBackendTest ................. Passed 0.00 sec Start 10: SilentBackendTest 10/34 Test #10: SilentBackendTest ................ Passed 0.00 sec Start 11: MockAudioBackendTest 11/34 Test #11: MockAudioBackendTest ............. Passed 0.00 sec Start 12: WavDumpBackendTest 12/34 Test #12: WavDumpBackendTest ............... Passed 0.00 sec Start 13: JitteredAudioBackendTest 13/34 Test #13: JitteredAudioBackendTest ......... Passed 0.00 sec Start 14: TrackerTimingTest 14/34 Test #14: TrackerTimingTest ................ Passed 0.00 sec Start 15: VariableTempoTest 15/34 Test #15: VariableTempoTest ................ Passed 0.00 sec Start 16: TrackerSystemTest 16/34 Test #16: TrackerSystemTest ................ Passed 0.01 sec Start 17: AudioEngineTest 17/34 Test #17: AudioEngineTest .................. Passed 0.00 sec Start 18: ShaderAssetValidation 18/34 Test #18: ShaderAssetValidation ............ Passed 0.00 sec Start 19: ShaderCompilationTest 19/34 Test #19: ShaderCompilationTest ............ Passed 0.02 sec Start 20: NoiseFunctionsTest 20/34 Test #20: NoiseFunctionsTest ............... Passed 0.01 sec Start 21: UniformHelperTest 21/34 Test #21: UniformHelperTest ................ Passed 0.00 sec Start 22: AssetManagerTest 22/34 Test #22: AssetManagerTest ................. Passed 0.01 sec Start 23: SequenceSystemTest 23/34 Test #23: SequenceSystemTest ............... Passed 0.01 sec Start 24: ProceduralGenTest 24/34 Test #24: ProceduralGenTest ................ Passed 0.01 sec Start 25: PhysicsTest 25/34 Test #25: PhysicsTest ...................... Passed 0.01 sec Start 26: ThreeDSystemTest 26/34 Test #26: ThreeDSystemTest ................. Passed 0.00 sec Start 27: ShaderComposerTest 27/34 Test #27: ShaderComposerTest ............... Passed 0.01 sec Start 28: SceneLoaderTest 28/34 Test #28: SceneLoaderTest .................. Passed 0.01 sec Start 29: EffectBaseTest 29/34 Test #29: EffectBaseTest ................... Passed 0.04 sec Start 30: DemoEffectsTest 30/34 Test #30: DemoEffectsTest .................. Passed 0.03 sec Start 31: PostProcessHelperTest 31/34 Test #31: PostProcessHelperTest ............ Passed 0.02 sec Start 32: TextureManagerTest 32/34 Test #32: TextureManagerTest ............... Passed 0.02 sec Start 33: GpuProceduralTest 33/34 Test #33: GpuProceduralTest ................ Passed 0.18 sec Start 34: GpuCompositeTest 34/34 Test #34: GpuCompositeTest ................. Passed 0.20 sec 100% tests passed, 0 tests failed out of 34 Label Time Summary: 3d = 0.01 sec*proc (3 tests) assets = 0.02 sec*proc (2 tests) audio = 0.07 sec*proc (15 tests) gpu = 0.54 sec*proc (11 tests) util = 0.01 sec*proc (3 tests) Total Test time (real) = 0.67 sec Verifying tools compile... [ 9%] Built target procedural [ 18%] Built target tracker_compiler_host [ 18%] Built target tracker_compiler [ 18%] Built target generate_tracker_music [ 18%] Built target asset_packer [ 27%] Built target generate_demo_assets [ 27%] Built target generate_test_assets [ 36%] Built target util [ 81%] Built target audio [100%] Built target test_spectool --- Running Windows Cross-Compilation Build --- Building native tools... -- -- Build Configuration: -- DEMO_SIZE_OPT: OFF -- DEMO_STRIP_ALL: OFF -- DEMO_FINAL_STRIP: OFF -- DEMO_STRIP_EXTERNAL_LIBS: OFF -- DEMO_BUILD_TESTS: OFF -- DEMO_BUILD_TOOLS: OFF -- DEMO_ENABLE_COVERAGE: OFF -- DEMO_ENABLE_DEBUG_LOGS: OFF -- DEMO_HEADLESS: OFF -- DEMO_WORKSPACE: main -- -- Loaded workspace: Main Demo -- Timeline: timeline.seq -- Music: pop_punk_drums.track -- Assets: assets.txt -- Using workspace: main -- Configuring done (0.0s) -- Generating done (0.0s) -- Build files have been written to: /Users/skal/demo/build_native [ 50%] Built target procedural [100%] Built target asset_packer [100%] Built target seq_compiler [100%] Built target tracker_compiler_host Cross-compiling for Windows... -- -- Build Configuration: -- DEMO_SIZE_OPT: ON -- DEMO_STRIP_ALL: ON -- DEMO_FINAL_STRIP: OFF -- DEMO_STRIP_EXTERNAL_LIBS: OFF -- DEMO_BUILD_TESTS: OFF -- DEMO_BUILD_TOOLS: OFF -- DEMO_ENABLE_COVERAGE: OFF -- DEMO_ENABLE_DEBUG_LOGS: OFF -- DEMO_HEADLESS: OFF -- DEMO_WORKSPACE: main -- -- Loaded workspace: Main Demo -- Timeline: timeline.seq -- Music: pop_punk_drums.track -- Assets: assets.txt -- Using workspace: main -- Configuring done (0.0s) -- Generating done (0.0s) -- Build files have been written to: /Users/skal/demo/build_win [ 2%] Built target validate_uniforms_script [ 2%] Built target generate_timeline [ 4%] Built target generate_test_demo_timeline [ 4%] Built target generate_demo_assets [ 4%] Built target generate_test_assets [ 6%] Built target procedural [ 9%] Built target tracker_compiler_host [ 10%] Validating uniform buffer sizes and alignments... [ 11%] Built target generate_tracker_music [ 13%] Built target generate_test_demo_music [ 16%] Built target util [ 28%] Built target 3d [ 45%] Built target audio [ 49%] Building CXX object CMakeFiles/gpu.dir/src/effects/heptagon_effect.cc.obj [ 52%] Building CXX object CMakeFiles/gpu.dir/src/effects/gaussian_blur_effect.cc.obj [ 54%] Building CXX object CMakeFiles/gpu.dir/src/effects/particles_effect.cc.obj [ 54%] Building CXX object CMakeFiles/gpu.dir/src/effects/moving_ellipse_effect.cc.obj [ 54%] Building CXX object CMakeFiles/gpu.dir/src/gpu/effect.cc.obj [ 54%] Building CXX object CMakeFiles/gpu.dir/src/effects/passthrough_effect.cc.obj [ 54%] Building CXX object CMakeFiles/gpu.dir/src/effects/particle_spray_effect.cc.obj Validation Warning for 'CommonPostProcessUniforms': Matching WGSL struct not found. Validation OK for 'FadeParams': Size 16 matches C++ expected size. Validation OK for 'ThemeModulationParams': Size 16 matches C++ expected size. Validation OK for 'GaussianBlurParams': Size 8 matches C++ expected size. Validation OK for 'DistortParams': Size 8 matches C++ expected size. Validation OK for 'CircleMaskParams': Size 16 matches C++ expected size. [ 54%] Built target validate_uniforms [ 55%] Building CXX object CMakeFiles/gpu.dir/src/effects/solarize_effect.cc.obj [ 57%] Building CXX object CMakeFiles/gpu.dir/src/effects/scene1_effect.cc.obj [ 57%] Building CXX object CMakeFiles/gpu.dir/src/effects/chroma_aberration_effect.cc.obj [ 58%] Building CXX object CMakeFiles/gpu.dir/src/effects/vignette_effect.cc.obj [ 59%] Building CXX object CMakeFiles/gpu.dir/src/gpu/post_process_helper.cc.obj [ 60%] Building CXX object CMakeFiles/gpu.dir/src/gpu/shaders.cc.obj [ 62%] Linking CXX static library libgpu.a [ 77%] Built target gpu [ 79%] Building CXX object CMakeFiles/demo64k.dir/src/app/main.cc.obj [ 79%] Building CXX object CMakeFiles/test_demo.dir/src/app/test_demo.cc.obj [ 80%] Building CXX object CMakeFiles/demo64k.dir/src/generated/timeline.cc.obj [ 81%] Building CXX object CMakeFiles/test_demo.dir/src/generated/test_demo_timeline.cc.obj [ 82%] Linking CXX executable test_demo.exe [ 90%] Built target test_demo [ 91%] Linking CXX executable demo64k.exe [100%] Built target demo64k Copying MinGW DLLs... Crunching build_win/demo64k.exe... Ultimate Packer for eXecutables Copyright (C) 1996 - 2026 UPX 5.1.0 Markus Oberhumer, Laszlo Molnar & John Reiser Jan 7th 2026 File size Ratio Format Name -------------------- ------ ----------- ----------- 7036416 -> 4680704 66.52% win64/pe demo64k_packed.exe Packed 1 file. ------------------------------------------------ Size Report: -rwxr-xr-x 1 skal 89939 6.7M Feb 14 14:55 build_win/demo64k.exe -rwxr-xr-x 1 skal 89939 6.7M Feb 14 14:55 build_win/demo64k_stripped.exe -rwxr-xr-x 1 skal 89939 4.5M Feb 14 14:55 build_win/demo64k_packed.exe ------------------------------------------------ Top 20 Largest Symbols (from unstripped): ------------------------------------------------ Build complete. Output: build_win/demo64k.exe All checks passed successfully. script completes without errors. This change streamlines the project's architecture without altering any functionality.
12 hoursfeat: Move test_platform.cc to util subdirectoryskal
Moved to to better organize test files. Updated to reflect the new file location. All tests pass after the move and build system update.
13 hoursdocs: Update agent state from project documentationskal
Synthesizes a comprehensive project overview by parsing all 44 documentation files. Updates the GEMINI.md state snapshot with detailed knowledge of the project's architecture, status, and priorities. - Goal: Capture a deep understanding of the project's 64k demo target, cross-platform nature, and core technical pillars. - Key Systems Captured: - Workspace System: usage and shaders. - Build & Asset Pipeline: , , files. - Audio Engine: Real-time procedural synthesis, variable tempo. - Graphics Pipeline: Hybrid SDF/rasterization, WGSL, BVH. - CNNv2: 7D parametric features, Python/PyTorch training toolchain. - State Update: Refreshes with the latest information on project goals, constraints, key knowledge, and task status. - Handoff: Prepares a detailed summary for user review.
13 hoursRefactor: extract setup_standard_textures helperskal
Eliminates repetitive Renderer3D texture initialization across 3 test files. Creates setup_standard_textures() helper that configures standard noise (256x256, GPU procedural) and sky (512x256, Perlin) textures. - New: src/3d/renderer_helpers.{h,cc} - Refactor: test_3d_physics, test_3d_render, test_mesh use helper - Build: Added renderer_helpers.cc to CMake 3D_SOURCES - Result: -52 lines of boilerplate across 3 files Production effects (Hybrid3DEffect, FlashCubeEffect) use asset-based textures and retain custom initialization. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
13 hoursRefactor: add gpu_create_post_process_texture helperskal
Adds new helper for common post-process texture pattern (RenderAttachment | TextureBinding | CopySrc usage). Refactors test_post_process_helper.cc to use gpu_create_buffer() and gpu_create_post_process_texture(), eliminating 91 lines of boilerplate. - New: gpu_create_post_process_texture() in gpu.{h,cc} - Refactor: test_post_process_helper.cc uses helpers instead of raw WGPU - Doc: Updated WGPU_HELPERS.md with usage examples - Verified: All tests passing (test_post_process_helper, test_demo_effects) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
13 hoursRefactor: add gpu_create_texture_view_2d helperskal
Reduces WGPUTextureViewDescriptor boilerplate from 5-7 lines to 1-2. Helper supports optional mip_levels parameter (defaults to 1). Updated 17 call sites across gpu/, tests/, and tools/. Net: -82 lines. All tests passing (34/34). Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
14 hoursDocs: WGPU helper functions referenceskal
Comprehensive documentation for project-specific WGPU helpers (not wgpu-native wrappers). **Covers:** - Buffer management (gpu_create_buffer) - Texture creation (gpu_create_texture_2d, storage textures, mip views) - Pipeline helpers (compute/render pass creation) - Cross-platform utilities (gpu_init_color_attachment) - Test helpers (init_wgpu_with_surface) **Usage patterns:** - Effect uniforms setup - Compute shader dispatch - Multi-pass rendering Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
14 hoursRefactor: factorize WGPU init code for 3D testsskal
Extracted duplicate WGPU initialization boilerplate from test_3d_physics, test_3d_render, and test_mesh into shared helper (test_3d_helpers). **Changes:** - New: src/tests/common/test_3d_helpers.{h,cc} (~120 LOC) - Removed ~280 LOC of duplicate init_wgpu() implementations - Net savings: -141 LOC **Benefits:** - Single source of truth for surface+device initialization - Eliminates cross-compile #ifdef duplication - Easier maintenance for callback API changes All 34 tests pass. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
14 hoursFix: CNN v2 compute shader validation errorskal
Replace textureSample() with textureSampleLevel() in compute shader. textureSample() requires derivative calculations only available in fragment shaders. Compute shaders must explicitly specify mip level. Fixes: DemoEffectsTest CNNv2Effect initialization Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
14 hoursRefactor: factorize common WGPU patterns into helper functionsskal
Add texture creation helpers (gpu_create_texture_2d, gpu_create_storage_texture_2d, gpu_create_mip_view) and extend BindGroupLayoutBuilder with uint_texture and storage_texture methods. Refactored files: - cnn_v2_effect.cc: Use texture helpers (~70% code reduction in create_textures) - rotating_cube_effect.cc: Use BindGroupLayoutBuilder and texture helpers - circle_mask_effect.cc: Use BindGroupBuilder Benefits: - Improved code readability - Reduced boilerplate for texture/bind group creation - Consistent patterns across effects Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
20 hoursCNN v2: bilinear mip-level sampling and UI improvementsskal
**CNN v2 Changes:** - Replace point sampling with bilinear interpolation for mip-level features - Add linear sampler (binding 6) to static features shader - Update CNNv2Effect, cnn_test, and HTML tool **HTML Tool UI:** - Move controls to floating bottom bar in central view - Consolidate video controls + Blend/Depth/Save PNG in single container - Increase left panel width: 300px → 315px (+5%) - Remove per-frame debug messages (visualization, rendering logs) **Technical:** - WGSL: textureSample() with linear_sampler vs textureLoad() - C++: Create WGPUSampler with Linear filtering - HTML: Change sampler from 'nearest' to 'linear' handoff(Claude): CNN v2 now uses bilinear mip-level sampling across all tools
24 hoursFactor common test patterns into reusable utilitiesskal
Refactor duplicated test setup/teardown code into shared fixtures: - test_math_helpers.h: Float comparison (test_near, test_near_vec3) - AudioTestFixture: RAII wrapper for AudioEngine lifecycle - EffectTestFixture: Combined WebGPU + AudioEngine + MainSequence Migrated 9 test files (3 math, 6 audio) to use fixtures. Net reduction: 54 LOC (178 insertions, 232 deletions). All 34 tests passing. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
25 hoursRemove non-functional Gantt test scriptsskal
Tests failed due to missing assets/test_gantt.seq. Gantt output functionality still works via seq_compiler tool. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
25 hoursUpdate docs: CNN v2 sigmoid activation summaryskal
- PROJECT_CONTEXT.md: Updated Effects section (sigmoid, stable training) - TODO.md: Added sigmoid activation to CNN v2 status - CNN_V2.md: Streamlined (removed outdated issues, updated code examples) handoff(Claude): Documentation synchronized with sigmoid implementation.
25 hoursReplace hard clamp with sigmoid activation in CNN v2skal
Fixes training collapse where p1/p2 channels saturate due to gradient blocking at clamp boundaries. Sigmoid provides smooth [0,1] mapping with continuous gradients. Changes: - Layer 0: clamp(x, 0, 1) → sigmoid(x) - Final layer: clamp(x, 0, 1) → sigmoid(x) - Middle layers: ReLU unchanged (already stable) Updated files: - training/train_cnn_v2.py: PyTorch model activations - workspaces/main/shaders/cnn_v2/cnn_v2_compute.wgsl: WGSL shader - tools/cnn_v2_test/index.html: HTML validation tool - doc/CNN_V2.md: Documentation Validation: - Build clean (no shader errors) - 34/36 tests pass (2 unrelated script tests fail) - 10-epoch training: loss 0.153 → 0.088 (good convergence) - cnn_test processes images successfully Breaking change: Old checkpoints trained with clamp() incompatible. Retrain from scratch required. handoff(Claude): CNN v2 sigmoid activation implemented and validated.
25 hoursAdd --lr parameter to CNN v2 training pipelineskal
Support custom learning rate in train_cnn_v2_full.sh (default: 1e-3). Usage: ./scripts/train_cnn_v2_full.sh --lr 1e-4 handoff(Claude): Added --lr flag to training wrapper script Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
25 hoursDocument CNN v2 training pipeline improvementsskal
- HOWTO.md: Document always-save-checkpoint behavior and --quiet flag - COMPLETED.md: Add milestone entry for Feb 14 CNN v2 fixes - Details: checkpoint saving, num_layers derivation, output streamlining Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
25 hoursStreamline CNN v2 training pipeline outputskal
- Add --quiet flag to export script (single-line summary) - Compact validation output (all images on one line) - Reduce noise: export 3 layers, 912 weights, 1904 bytes Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
26 hoursFix CNN v2 training: always save final checkpoint, derive num_layersskal
- Always save final checkpoint after training completes - Derive num_layers from kernel_sizes list when multiple values provided - Add checkpoint validation in training pipeline script - Quote shell variables when passing args to Python Fixes issue where no checkpoint saved when epochs < checkpoint_every. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
26 hoursAdd --output-weights option to CNN v2 training pipelineskal
- train_cnn_v2_full.sh: Support custom output path via --output-weights - Pass weights path to export and validation stages - Update HOWTO.md: Add rapid debug example (1 layer, 5 epochs) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
26 hoursFix --mix option: blend prev layer with static p4-p7, not p0-p3skal
Updated gen_identity_weights.py --mix mode to use static features p4-p7 (uv_x, uv_y, sin20_y, bias) at channels 8-11 instead of p0-p3 (RGB+D) at channels 4-7. Before: 0.5*prev[i] + 0.5*static_p{i} (channels 4-7) After: 0.5*prev[i] + 0.5*static_p{4+i} (channels 8-11) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
26 hoursFix CNN v2 static feature channel mapping (p4-p7 → channels 8-11)skal
Fixed bug in gen_identity_weights.py --p47 mode: static features p4-p7 (uv_x, uv_y, sin20_y, bias) are at input channels 8-11, not 4-7. Weight tensor layout: - Channels 0-3: Previous layer output (4D RGBA) - Channels 4-11: Static features (8D: p0-p7) Static features: - p0-p3 (channels 4-7): RGB+D from mip level - p4-p7 (channels 8-11): uv_x, uv_y, sin20_y, bias Updated: - training/gen_identity_weights.py: Change weights[i,i+4] to weights[i,i+8] - workspaces/main/weights/mix_p47.bin: Regenerated (not in repo) - doc/CNN_V2.md: Add Input Channel Mapping section with full layout table Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
26 hoursCNN v2 web tool: Remove vizScale, always show raw layer valuesskal
Always use vizScale=1.0 for all layers. Shader clips to [0,1] for display. Shows exact layer output values without artificial dimming. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
26 hoursCNN v2 web tool: Fix vizScale for final layer previewskal
Final layer output is clamped [0,1] and should use vizScale=1.0 like static features, not 0.5 like middle layers (unbounded ReLU). Before: All layers except static used 0.5 (too dark) After: Static + final layer use 1.0, middle layers use 0.5 Fixes brightness mismatch between big preview and thumbnails. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
26 hoursgen_identity_weights: Change --mix to 50-50 blendskal
Updates --mix mode to use 50-50 weighting to avoid overflow: - Before: p0+p4, p1+p5, p2+p6, p3+p7 - After: 0.5*p0+0.5*p4, 0.5*p1+0.5*p5, etc Prevents saturation when blending input with static features. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
26 hoursgen_identity_weights: Add --p47 option for static feature visualizationskal
Adds --p47 flag to output static features directly: - p4 → ch0 (UV.x) - p5 → ch1 (UV.y) - p6 → ch2 (sin encoding) - p7 → ch3 (bias) Useful for visualizing static feature generation without input RGBA. Updated doc/CNN_V2_DEBUG_TOOLS.md with --p47 usage. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
26 hoursgen_identity_weights: Add --mix option for static feature blendingskal
Adds --mix flag to blend input channels with static features: - p0+p4 → p0 (RGBA + UV.x) - p1+p5 → p1 (RGBA + UV.y) - p2+p6 → p2 (RGBA + sin encoding) - p3+p7 → p3 (RGBA + bias) Useful for debugging static feature contribution in CNN v2. Updated doc/CNN_V2_DEBUG_TOOLS.md with --mix usage examples. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
26 hoursCNN v2 tool: Fix off-by-one in composited layer filenamesskal
currentLayerIdx indexes layerOutputs array (0=Static Features, 1=Layer 0). Filename should use layer number, not array index. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
27 hoursCNN v2: Fix weight buffer offset bugskal
Root cause: Binary format is [header:20B][layer_info:20B×N][weights]. Both cnn_test and CNNv2Effect uploaded entire file to weights_buffer, but shader reads weights_buffer[0] expecting first weight, not header. Fix: Skip header + layer_info when uploading to GPU buffer. - cnn_test.cc: Calculate weights_offset, upload only weights section - cnn_v2_effect.cc: Same fix for runtime effect Before: layer_0 output showed [R, uv_x, uv_y, black] (wrong channels) After: layer_0 output shows [R, G, B, D] (correct identity mapping) Tests: 34/36 passing (2 unrelated failures)
27 hourscnn_test: --weights now overrides layer config from .bin fileskal
When using --weights option: - Layer count and kernel sizes loaded from binary header - Warnings shown if --layers or --cnn-version specified - Help text clarifies precedence order - Binary weights always take precedence over CLI args Updated documentation: - doc/CNN_TEST_TOOL.md: Usage examples with --weights - doc/HOWTO.md: Runtime weight loading example handoff(Claude): cnn_test --weights config override
27 hourscnn_test: Add --weights option for runtime weight loadingskal
Enables testing different CNN v2 weight files without rebuilding. Automatically forces CNN v2 when --weights is specified, with warning if --cnn-version conflicts. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
27 hoursCNN v2: Remove vizScale, always clip to [0,1]skal
All layers now use scale 1.0, shader clamps values >1. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
27 hoursCNN v2: Fix Layer 0 visualization scale (was 0.5, now 1.0)skal
Layer 0 output is clamped [0,1], does not need 0.5 dimming. Middle layers (ReLU) keep 0.5 scale for values >1. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
28 hoursCNN v2: Add debugging tools for mismatch investigationskal
Add identity weight generator and composited layer save for debugging HTML/C++ output differences. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
28 hoursCNN v2 training: Fix float64/float32 dtype mismatch in depth featureskal
Cast depth array to float32 when provided, preventing torch Double/Float dtype mismatch during forward pass. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
28 hoursCNN v2: Alpha channel depth handling and layer visualizationskal
Training changes: - Changed p3 default depth from 0.0 to 1.0 (far plane semantics) - Extract depth from target alpha channel in both datasets - Consistent alpha-as-depth across training/validation Test tool enhancements (cnn_test): - Added load_depth_from_alpha() for R32Float depth texture - Fixed bind group layout for UnfilterableFloat sampling - Added --save-intermediates with per-channel grayscale composites - Each layer saved as 4x wide PNG (p0-p3 stacked horizontally) - Global layers_composite.png for vertical layer stack overview Investigation notes: - Static features p4-p7 ARE computed and bound correctly - Sin_20_y pattern visibility difference between tools under investigation - Binary weights timestamp (Feb 13 20:36) vs HTML tool (Feb 13 22:12) - Next: Update HTML tool with canonical binary weights handoff(Claude): HTML tool weights update pending - base64 encoded canonical weights ready in /tmp/weights_b64.txt for line 392 replacement. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
28 hoursCNN v2: Use alpha channel for p3 depth feature + layer visualizationskal
Training changes (train_cnn_v2.py): - p3 now uses target image alpha channel (depth proxy for 2D images) - Default changed from 0.0 → 1.0 (far plane semantics) - Both PatchDataset and ImagePairDataset updated Test tools (cnn_test.cc): - New load_depth_from_alpha() extracts PNG alpha → p3 texture - Fixed bind group layout: use UnfilterableFloat for R32Float depth - Added --save-intermediates support for CNN v2: * Each layer_N.png shows 4 channels horizontally (1812×345 grayscale) * layers_composite.png stacks all layers vertically (1812×1380) * static_features.png shows 4 feature channels horizontally - Per-channel visualization enables debugging layer-by-layer differences HTML tool (index.html): - Extract alpha channel from input image → depth texture - Matches training data distribution for validation Note: Current weights trained with p3=0 are now mismatched. Both tools use p3=alpha consistently, so outputs remain comparable for debugging. Retrain required for optimal quality. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
29 hoursCNN v2 web tool: Document embedded default weightsskal
Add documentation for DEFAULT_WEIGHTS_B64 constant: - Current config: 4 layers, mip_level=2 - Update procedure: base64 encode and replace Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
29 hoursCNN v2 web tool: Update embedded weights to current checkpointskal
Replaces v1 weights (3 layers) with v2 weights from workspaces/main/weights/cnn_v2_weights.bin: - 4 layers: 3×3, 5×5, 3×3, 3×3 - 2496 f16 weights - mip_level=2 Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
30 hoursCNN v2 web tool: Multiple fixes for feature parity with cnn_testskal
Changes: - Static shader: Point sampler (nearest filter) instead of linear - Mip handling: Use textureSampleLevel with point sampler (fixes coordinate scaling) - Save PNG: GPU readback via staging buffer (WebGPU canvas lacks toBlob support) - Depth binding: Use input texture as depth (matches C++ simplification) - Header offset: Version-aware calculation (v1=4, v2=5 u32) Known issue: Output still differs from cnn_test (color tones). Root cause TBD. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
30 hoursCNN v2 web tool: Fix static features shader sampling and header offsetskal
Root cause: HTML tool was producing incorrect output vs cnn_test due to: 1. Linear filtering: textureSampleLevel() with sampler blurred p0-p3 features 2. Header offset bug: Used 4 u32 instead of 5 u32 for version 2 binary format Changes: - Static shader: Replace textureSampleLevel (linear) with textureLoad (point) - Bind group: Use 3 separate mip views instead of sampler - Header offset: Account for version-specific header size (v1=4, v2=5 u32) - Add version field to weights object for correct offset calculation - Add savePNG button for convenience Result: HTML output now matches cnn_test output exactly. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
31 hoursCNN v2 web tool: Enhance UI visibility and layer preview interactionskal
Improve drop zone visibility with larger borders, bold blue text, and brighter hover states for better user guidance. Replace hover-based zoom with click-to-preview: clicking any of the 4 small channel views displays it large below. Active channel highlighted with white border for clear visual feedback. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>