| Age | Commit message (Collapse) | Author |
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Two bugs causing black screen when CNN post-processing activated:
1. Framebuffer capture timing: Capture ran inside post-effect loop after
ping-pong swaps, causing layers 1+ to capture wrong buffer. Moved
capture before loop to copy framebuffer_a once before post-chain starts.
2. Missing uniforms update: CNNEffect never updated uniforms_ buffer,
leaving uniforms.resolution uninitialized (0,0). UV calculation
p.xy/uniforms.resolution produced NaN, causing all texture samples
to return black. Added uniforms update in update_bind_group().
Files modified:
- src/gpu/effect.cc: Capture before post-chain (lines 308-346)
- src/gpu/effects/cnn_effect.cc: Add uniforms update (lines 132-142)
- workspaces/main/shaders/cnn/cnn_layer.wgsl: Remove obsolete comment
- doc/CNN_DEBUG.md: Historical debugging doc
- CLAUDE.md: Reference CNN_DEBUG.md in historical section
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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CNNEffect's "original" input was black because FadeEffect (priority 1) ran
before CNNEffect (priority 1), fading the scene. Changed framebuffer capture
to use framebuffer_a (scene output) instead of current_input (post-chain).
Also add seq_compiler validation to detect post-process priority collisions
within and across concurrent sequences, preventing similar render order issues.
Updated stub_types.h WGPULoadOp enum values to match webgpu.h spec.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Implements automatic layer chaining and generic framebuffer capture API for
multi-layer neural network effects with proper original input preservation.
Key changes:
- Effect::needs_framebuffer_capture() - generic API for pre-render capture
- MainSequence: auto-capture to "captured_frame" auxiliary texture
- CNNEffect: multi-layer support via layer_index/total_layers params
- seq_compiler: expands "layers=N" to N chained effect instances
- Shader: @binding(4) original_input available to all layers
- Training: generates layer switches and original input binding
- Blend: mix(original, result, blend_amount) uses layer 0 input
Timeline syntax: CNNEffect layers=3 blend=0.7
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Document coordinate-aware layer 0 architecture
- Add checkpointing examples and options table
- Consolidate training workflow with practical examples
- Clarify CoordConv2d usage and size impact
- Streamline training/README.md structure
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Save checkpoints every N epochs (--checkpoint-every)
- Resume from checkpoint (--resume)
- Store model, optimizer, epoch, loss, and architecture info
- Auto-create checkpoint directory
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Implement CoordConv2d custom layer accepting (x,y) patch center
- Split layer 0 weights: rgba_weights (9x mat4x4) + coord_weights (mat2x4)
- Add *_with_coord() functions to 3x3/5x5/7x7 convolution shaders
- Update training script to generate coordinate grid and export split weights
- Regenerate placeholder weights with new format
Size impact: +32B coord weights + ~100B shader code = +132B total
All 36 tests passing (100%)
handoff(Claude): CNN coordinate awareness implemented, ready for training
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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**New Documentation:**
- `doc/CNN_EFFECT.md` (223 lines): Comprehensive implementation guide
- Architecture overview (file structure, shader composition)
- Usage examples (C++ API, timeline integration)
- Training workflow (planned)
- Implementation details (convolution signatures, weight storage)
- Size budget breakdown (~5-8 KB total)
- Testing and troubleshooting
**Updated Documentation:**
- `doc/CNN.md`: Added implementation status section
- Completed items (✅ modular shaders, C++ class, tests)
- Pending items (⏳ training script, multi-layer, quantization)
- Size impact summary
- `PROJECT_CONTEXT.md`:
- Added "Effects: CNN post-processing foundation" to Current Status
- Added `CNN_EFFECT.md` to Technical Reference list
**Summary:**
CNN effect foundation complete with modular WGSL architecture, ready for
training script integration. All tests passing (36/36). ~5-8 KB footprint.
handoff(Claude): Documentation complete for CNN effect implementation
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Implements multi-layer convolutional neural network shader for stylized
post-processing of 3D rendered scenes:
**Core Components:**
- CNNEffect: C++ effect class with single-layer rendering (expandable to multi-pass)
- Modular WGSL snippets: cnn_activation, cnn_conv3x3/5x5/7x7, cnn_weights_generated
- Placeholder identity-like weights for initial testing (to be replaced by trained weights)
**Architecture:**
- Flexible kernel sizes (3×3, 5×5, 7×7) via separate snippet files
- ShaderComposer integration (#include resolution)
- Residual connections (input + processed output)
- Supports parallel convolutions (design ready, single conv implemented)
**Size Impact:**
- ~3-4 KB shader code (snippets + main shader)
- ~2-4 KB weights (depends on network architecture when trained)
- Total: ~5-8 KB (acceptable for 64k demo)
**Testing:**
- CNNEffect added to test_demo_effects.cc
- 36/36 tests passing (100%)
**Next Steps:**
- Training script (scripts/train_cnn.py) to generate real weights
- Multi-layer rendering with ping-pong textures
- Weight quantization for size optimization
handoff(Claude): CNN effect foundation complete, ready for training integration
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README.md: Streamlined quick start and feature overview
SHADER_EDITOR_DETAILS.md: Technical reference (architecture, uniforms, examples)
SHADER_EDITOR_PLAN.md: Development roadmap with 5 phases
Summary of implemented features:
- Live WebGPU preview (1280×720, autoplay)
- Syntax highlighting (placeholder-based, prevents overlap)
- #include composition (recursive resolution)
- Animation controls (time, beat, audio_peak)
- File I/O (load/save .wgsl)
Next priorities:
1. Multi-resolution support
2. Improved syntax highlighting
3. Texture upload
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Replace comments/strings with placeholders, highlight rest, restore.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Overlay highlighting: keywords, types, attributes, functions, numbers, comments.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Preview: 57%, Editor: 43%
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Default resolution: 1280x720 (16:9)
Canvas uses object-fit: contain to preserve aspect ratio
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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WebGPU auto layout requires all bindings to be used in shader.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Editor pane: 30% → 36% (20% larger)
- Preview pane: 70% → 64%
- Default shader: animated gradient + pulsing circle (was plain color)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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ShaderToy-like web tool for live WGSL shader editing with WebGPU preview.
Features:
- Live WebGPU preview with real-time shader updates
- Shader composition: #include directive support
- Animation controls: time, loop_time (0..1), audio_peak
- File I/O: Load/save .wgsl files
- CommonUniforms binding (resolution, time, beat, audio_intensity)
- Keyboard shortcuts: Ctrl+S (save), Ctrl+O (load), Space (play/pause)
Single-file HTML (no build step, no CORS issues).
handoff(Claude): Implemented HTML WGSL shader editor per plan
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Prevents user confusion when DEMO_HEADLESS is not defined at compile time.
The --headless and --duration flags are now only available when headless
support is compiled in.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Restructured test suite for better organization and targeted testing:
**Structure:**
- src/tests/audio/ - 15 audio system tests
- src/tests/gpu/ - 12 GPU/shader tests
- src/tests/3d/ - 6 3D rendering tests
- src/tests/assets/ - 2 asset system tests
- src/tests/util/ - 3 utility tests
- src/tests/common/ - 3 shared test helpers
- src/tests/scripts/ - 2 bash test scripts (moved conceptually, not physically)
**CMake changes:**
- Updated add_demo_test macro to accept LABEL parameter
- Applied CTest labels to all 36 tests for subsystem filtering
- Updated all test file paths in CMakeLists.txt
- Fixed common helper paths (webgpu_test_fixture, etc.)
- Added custom targets for subsystem testing:
- run_audio_tests, run_gpu_tests, run_3d_tests
- run_assets_tests, run_util_tests, run_all_tests
**Include path updates:**
- Fixed relative includes in GPU tests to reference ../common/
**Documentation:**
- Updated doc/HOWTO.md with subsystem test commands
- Updated doc/CONTRIBUTING.md with new test organization
- Updated scripts/check_all.sh to reflect new structure
**Verification:**
- All 36 tests passing (100%)
- ctest -L <subsystem> filters work correctly
- make run_<subsystem>_tests targets functional
- scripts/check_all.sh passes
Backward compatible: make test and ctest continue to work unchanged.
handoff(Gemini): Test reorganization complete. 36/36 tests passing.
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Reduced tracker pattern volumes:
- Kicks: 1.0 → 0.7
- Snares: 1.0/0.9 → 0.6
- Crash: 0.85 → 0.6
Multiple simultaneous voices were summing to excessive levels.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Summary:
- HEADLESS_MODE.md: 58→32 lines (-45%)
- HOWTO.md: Condensed to one-liner + reference
- Removed implementation details (in code comments)
- Simplified comparison table
- Clearer use case description
handoff(Claude): Documentation cleanup
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Implements DEMO_HEADLESS build option for fast iteration cycles:
- Functional GPU/platform stubs (not pure no-ops like STRIP_EXTERNAL_LIBS)
- Audio and timeline systems work normally
- No rendering overhead
- Useful for CI, audio development, timeline validation
Files added:
- doc/HEADLESS_MODE.md - Documentation
- src/gpu/headless_gpu.cc - Validated GPU stubs
- src/platform/headless_platform.cc - Time simulation (60Hz)
- scripts/test_headless.sh - End-to-end test script
Usage:
cmake -B build_headless -DDEMO_HEADLESS=ON
cmake --build build_headless -j4
./build_headless/demo64k --headless --duration 30
Progress printed every 5s. Compatible with --dump_wav mode.
handoff(Claude): Task #76 follow-up - headless mode complete
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Update all doc references from old paths to workspace structure:
- assets/demo.seq → workspaces/main/timeline.seq
- assets/music.track → workspaces/main/music.track
- assets/final/demo_assets.txt → workspaces/main/assets.txt
- assets/test_demo.* → workspaces/test/*
Files updated:
- HOWTO.md: Add workspace selection, update paths
- SEQUENCE.md: Update examples and integration
- ASSET_SYSTEM.md: Workspace-aware workflow
- CONTRIBUTING.md: Workspace timeline paths
- ARCHITECTURE.md: Generic workspace reference
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Condense README, PROJECT_CONTEXT, and TODO:
- README: Remove verbose file listings, focus on quickstart
- PROJECT_CONTEXT: Condense status, remove recent completions
- TODO: Mark Task #77 complete, remove verbose details
- WORKSPACE_SYSTEM: Mark as completed
Details moved to individual doc/ files.
Net: -76 lines
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Add `# WORKSPACE: <name>` header to all workspace config files:
- timeline.seq
- music.track
- assets.txt
Format: First line contains workspace identifier.
Editors must preserve this header comment.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Self-contained workspaces for parallel demo development.
Structure:
- workspaces/main,test - Demo-specific resources
- assets/common - Shared resources
- workspace.cfg - Configuration per workspace
CMake integration:
- DEMO_WORKSPACE option (defaults to main)
- cmake/ParseWorkspace.cmake - Config parser
- Workspace-relative asset/timeline/music paths
Migration:
- Main demo: demo.seq to workspaces/main/timeline.seq
- Test demo: test_demo.seq to workspaces/test/timeline.seq
- Common shaders: assets/common/shaders
- Workspace shaders: workspaces/*/shaders
Build:
cmake -B build -DDEMO_WORKSPACE=main
cmake -B build_test -DDEMO_WORKSPACE=test
All tests passing (36/36).
handoff(Claude): Task #77 workspace system complete. Both main and test workspaces build and pass all tests.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- HOWTO.md: 184→97 lines (quick reference only)
- BUILD.md: Add build modes, header organization, dependency tracking
- ASSET_SYSTEM.md: Add developer workflow section
- TRACKER.md: Add AudioEngine API documentation
Net: -147 lines in HOWTO.md
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- Add size measurement section to HOWTO.md
- Move Task #76 to COMPLETED.md
- Update TODO.md and PROJECT_CONTEXT.md
- Document measurement results (Demo=4.4MB, External=2.0MB)
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- Use ma_backend_null for audio (100-200KB savings)
- Stub platform/gpu abstractions instead of external APIs
- Add DEMO_STRIP_EXTERNAL_LIBS build mode
- Create stub_types.h with minimal WebGPU opaque types
- Add scripts/measure_size.sh for automated measurement
Results: Demo=4.4MB, External=2.0MB (69% vs 31%)
handoff(Claude): Task #76 complete. Binary compiles but doesn't run (size measurement only).
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Move implementation details to design docs, keep TODO.md and
PROJECT_CONTEXT.md concise and high-level. Improves readability.
Changes:
- TODO.md: Condensed from 162 to 52 lines
- PROJECT_CONTEXT.md: Grouped design docs by category
- Recently Completed: Date-grouped format
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Proposes self-contained workspace structure for parallel demo development.
Each workspace includes timeline, music, assets, and shaders in one place.
Enables clean separation and scalability for multiple demos.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Add Task #76: External library size measurement
- Update hot-reload documentation across README, HOWTO, PROJECT_CONTEXT
- Update test count: 36/36 passing (100%)
- Remove completed analysis files from root
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Enables --hot-reload flag to watch config files and notify on changes.
Detects modifications to assets/sequences/music for rebuild workflow.
Completely stripped from release builds (0 bytes overhead).
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Extract detailed examples and untriaged tasks to on-demand docs.
Created BACKLOG.md, ARCHITECTURE.md, CODING_STYLE.md, TOOLS_REFERENCE.md.
Reduces always-loaded token budget by 30% while preserving all information.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Low priority task to prevent recurrent error of forgetting to call
ShaderComposer::Compose() by using strong typing (ComposedShader class).
Would make it a compile-time error instead of runtime crash.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Low priority task to split common_uniforms.wgsl (4 structs) into
separate files for more granular #include directives.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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CircleMaskEffect was creating shader modules directly without using
ShaderComposer, causing #include directives to fail at runtime.
Changes:
- Add ShaderComposer.Compose() for compute and render shaders
- Include shader_composer.h header
Fixes demo64k crash on CircleMaskEffect initialization.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Replace redundant CommonUniforms struct definitions across 13 shaders
with #include "common_uniforms" directive. Integrate ShaderComposer
preprocessing into all shader creation pipelines.
Changes:
- Replace 9-line CommonUniforms definitions with single #include line
- Add ShaderComposer.Compose() to create_post_process_pipeline()
- Add ShaderComposer.Compose() to gpu_create_render_pass()
- Add ShaderComposer.Compose() to gpu_create_compute_pass()
- Add InitShaderComposer() calls to test_effect_base and test_demo_effects
- Update test_shader_compilation to compose shaders before validation
Net reduction: 83 lines of duplicate code eliminated
All 35 tests passing (100%)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Created assets/final/music/ directory for audio samples
- Moved 14 .spec files from assets/final/ to assets/final/music/
- Updated demo_assets.txt and test_demo_assets.txt with music/ prefix
- Updated gen_spectrograms.sh to output to new location
- CMakeLists.txt unchanged (still uses assets/final/ as base)
handoff(Claude): Music assets reorganized into subdirectory
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Remove '# Priority: X' comments from effect arguments during
timeline export to keep .seq files clean.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Update to reflect actual implementation:
- Simplified to essential API and usage
- Removed speculative asset packer syntax (not implemented)
- Removed future extension details (defer to future phases)
- Focused on what's actually complete and tested
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