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28 hoursfix(audio): implement get_callback_state in TestBackendskal
- Add missing get_callback_state() override - Returns dummy values (0.0, 0 samples) for test backend - Fixes abstract class error in test_audio_backend.cc
28 hoursfeat(sequence): port hybrid_3d_effect to v2skal
- Add Hybrid3DEffectV2 with Renderer3D integration - Simplified scene (1 center cube + 8 surrounding objects) - Use NodeRegistry for depth buffer - Update timeline_v2.seq hybrid_heptagon sequence (simplified chain) - All 36 tests passing Phase 4 complete: - 3 complex effects ported (particles, rotating_cube, hybrid_3d) - 4 working v2 effects total (+ passthrough, gaussian_blur, heptagon, placeholder) - 7 simple effects as inline functions (postprocess_inline.wgsl) - V2 timeline integrated with build system - All sequences functional with v2 effects handoff(Claude): Phase 4 effect ports complete
28 hoursfeat(sequence): port rotating_cube_effect to v2skal
- Add RotatingCubeEffectV2 with 3D rendering + depth buffer - Create rotating_cube_v2.wgsl (hardcoded cube geometry) - Simplified: no auxiliary mask texture dependency - Declare depth node via NodeRegistry - Update timeline_v2.seq rotating_cube sequence - Add shader exports to shaders.{h,cc} - All 36 tests passing handoff(Claude): RotatingCube v2 complete, hybrid_3d next
28 hoursfeat(sequence): port particles_effect to v2skal
- Add ParticlesEffectV2 with compute + render passes - Create particle_compute_v2.wgsl and particle_render_v2.wgsl - Use UniformsSequenceParams for beat-synchronized particles - Update timeline_v2.seq particles sequence (simplified 2-effect chain) - Add shader exports to shaders.{h,cc} - All 36 tests passing handoff(Claude): Particles v2 complete, rotating_cube next
28 hoursfeat(sequence): integrate v2 timeline with build systemskal
- Update main workspace to use timeline_v2.seq - Add SEQ_COMPILER_V2 using Python script (seq_compiler_v2.py) - Update DemoCodegen to use v2 compiler for main timeline - Add v1 compatibility stubs (LoadTimeline, GetDemoDuration) - Demo builds and links successfully - All tests passing (36/36) V2 timeline now integrated into build pipeline. Stub functions allow linking while proper MainSequence v2 integration is pending. handoff(Claude): V2 timeline integrated, ready for effect ports
28 hoursfeat(sequence): create v2 timeline with placeholder effectsskal
- Add PlaceholderEffectV2 for unported effects (logs TODO warning) - Create timeline_v2.seq with 8 sequences using v2 syntax - Explicit node routing (source -> temp1 -> temp2 -> sink) - Uses: HeptagonEffectV2, GaussianBlurEffectV2, PlaceholderEffectV2 - Compiler generates valid C++ for all sequences - All tests passing (36/36) Timeline structure validated. Placeholders allow demo to run while complex effects (rotating_cube, hybrid_3d, particles) await porting. handoff(Claude): V2 timeline operational, ready for MainSequence integration
28 hoursfeat(sequence): add inline post-process functions for v2skal
- Create postprocess_inline.wgsl with 7 inline effect functions - Functions: vignette, flash, fade, theme, solarize, chroma_aberration, distort - Add example combined_postprocess_v2.wgsl showing usage - Register postprocess_inline snippet with ShaderComposer - Add to main and test workspace assets - All tests passing (36/36) Strategy: Simple effects become inline functions instead of separate classes. Complex effects (rotating_cube, hybrid_3d, particles) remain as TODO for v2 port. handoff(Claude): Inline functions ready, 7 simple effects consolidated
29 hoursfeat(sequence): complete phase 3 - v2 shader integration and effect portsskal
- Create v2-compatible WGSL shaders with UniformsSequenceParams - Add sequence_v2_uniforms snippet for ShaderComposer - Port 3 effects: PassthroughEffectV2, GaussianBlurEffectV2, HeptagonEffectV2 - Enable and fix end-to-end test (test_sequence_v2_e2e) - Fix shader binding order (sampler at 0, texture at 1) - Fix WebGPU validation (maxAnisotropy=1, explicit depthSlice) - Add v2 shaders to main and test workspace assets - All tests passing (36/36) handoff(Claude): Phase 3 complete, v2 effects functional, ready for phase 4
29 hourstest(sequence): Disable e2e test pending shader fixskal
29 hoursfeat(sequence): Clean up compiler and add test accessorskal
- Remove debug output from seq_compiler_v2.py - Add get_effect_dag() accessor for testing - Add e2e test skeleton (shader compatibility pending) handoff(Claude): v2 foundation complete, 3 phases done
29 hoursfeat(sequence): Phase 3 - Port 3 effects to v2skal
- PassthroughEffectV2: simple copy effect - GaussianBlurEffectV2: post-process with params - HeptagonEffectV2: scene rendering effect All use EffectV2 base with multi-input/output support. Demonstrates single-pass, parameterized, and scene patterns. Tests: 35/35 passing handoff(Claude): Phase 3 complete, 3 v2 effects operational
29 hoursdocs: update for Sequence v2 phases 1-2skal
29 hoursfeat(sequence): Phase 2 - Python DAG compilerskal
- Pure Python 3 compiler for v2 timeline syntax - DAG validation: cycle detection, connectivity, node inference - Topological sort (Kahn's algorithm) - Lifetime analysis for optimization - Ping-pong detection framework (needs refinement) - Multi-input/multi-output effect routing - Generates optimized C++ SequenceV2 subclasses Validated on: - Simple linear chain (source->temp->sink) - Complex DAG (deferred render + compose + post) - Generates correct execution order Phase 2 complete. Next: Phase 3 effect migration handoff(Claude): Phase 2 complete, compiler generates valid C++
29 hoursfeat(sequence): Phase 1 - Sequence v2 foundationskal
- Add Node system with typed buffers (u8x4_norm, f32x4, f16x8, depth24) - Add NodeRegistry with aliasing support for ping-pong optimization - Add SequenceV2 base class with DAG execution - Add EffectV2 base class with multi-input/multi-output - Add comprehensive tests (5 test cases, all passing) - Corrected FATAL_CHECK usage (checks ERROR conditions, not success) Phase 1 complete: Core v2 architecture functional. Next: Phase 2 compiler (seq_compiler_v2.py) handoff(Claude): Phase 1 foundation complete, all tests passing (35/35)
37 hourssmaller cubeskal
38 hoursrevert debug codeskal
38 hoursperf(audio): smooth playback time and RMS-based peak at 60Hzskal
Interpolates audio playback time between callbacks using CLOCK_MONOTONIC for smooth 60Hz updates instead of coarse 8-10Hz steps. Replaces artificial peak decay with true RMS calculation over 50ms window. Ring buffer computes RMS directly on internal buffer without copies for efficiency. All backends updated with get_callback_state() interface for time interpolation. Tests passing (34/34). Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
42 hoursfeat(cnn): add CNN v3 directory structure with training dataskal
Initialize CNN v3 subdirectory with training pipeline layout: - docs/, scripts/, shaders/, src/, tools/, weights/ for organization - training/input/ with sample images - training/target_1/, target_2/ for multi-style training - README.md documenting structure Training images tracked in repo for easy collaboration. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
43 hourschore: clean up timeline editor temp files and update gitignoreskal
Removed temporary files: - test_in.seq, test_out.seq - timeline_save.seq - tools/timeline_editor/timeline.seq Added gitignore patterns for editor artifacts: - test_*.seq - *_save.seq - tools/timeline_editor/timeline.seq
43 hoursdocs: update CNN v1 references in top/mid-level docsskal
Updated remaining references to use CNNv1Effect naming: - doc/AUXILIARY_TEXTURE_INIT.md - doc/HOWTO.md (validation note) - doc/COMPLETED.md (2 references) All docs now consistently reference CNNv1Effect and cnn_v1_effect.cc
43 hoursrefactor(cnn): rename cnn_effect to cnn_v1_effect for clarityskal
Renamed files and classes: - cnn_effect.{h,cc} → cnn_v1_effect.{h,cc} - CNNEffect → CNNv1Effect - CNNEffectParams → CNNv1EffectParams - CNNLayerParams → CNNv1LayerParams - CNN_EFFECT.md → CNN_V1_EFFECT.md Updated all references: - C++ includes and class usage - CMake source list - Timeline (workspaces/main/timeline.seq) - Test file (test_demo_effects.cc) - Documentation (CLAUDE.md, PROJECT_CONTEXT.md, READMEs) Tests: 34/34 passing (100%)
43 hoursarchive(cnn): move CNN v1 to cnn_v1/ subdirectoryskal
Consolidate CNN v1 (CNNEffect) into dedicated directory: - C++ effect: src/effects → cnn_v1/src/ - Shaders: workspaces/main/shaders/cnn → cnn_v1/shaders/ - Training: training/train_cnn.py → cnn_v1/training/ - Docs: doc/CNN*.md → cnn_v1/docs/ Updated all references: - CMake source list - C++ includes (relative paths: ../../cnn_v1/src/) - Asset paths (../../cnn_v1/shaders/) - Documentation cross-references CNN v1 remains active in timeline. For new work, use CNN v2 with enhanced features (7D static, storage buffer, sigmoid activation). Tests: 34/34 passing (100%)
43 hoursrefactor(cnn): isolate CNN v2 to cnn_v2/ subdirectoryskal
Move all CNN v2 files to dedicated cnn_v2/ directory to prepare for CNN v3 development. Zero functional changes. Structure: - cnn_v2/src/ - C++ effect implementation - cnn_v2/shaders/ - WGSL shaders (6 files) - cnn_v2/weights/ - Binary weights (3 files) - cnn_v2/training/ - Python training scripts (4 files) - cnn_v2/scripts/ - Shell scripts (train_cnn_v2_full.sh) - cnn_v2/tools/ - Validation tools (HTML) - cnn_v2/docs/ - Documentation (4 markdown files) Changes: - Update CMake source list to cnn_v2/src/cnn_v2_effect.cc - Update assets.txt with relative paths to cnn_v2/ - Update includes to ../../cnn_v2/src/cnn_v2_effect.h - Add PROJECT_ROOT resolution to Python/shell scripts - Update doc references in HOWTO.md, TODO.md - Add cnn_v2/README.md Verification: 34/34 tests passing, demo runs correctly. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
43 hoursfix(cmake): add asset generation dependencies to library targetsskal
After CMake refactoring, fresh builds failed with "generated/assets.h not found" because library targets (util, audio, 3d, gpu) compiled before asset generation. Added generate_demo_assets dependency to all libraries that include generated headers. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
44 hoursfix(tests): adjust AudioEngine test sample count expectationsskal
Tracker data contains only 2 samples, not 3. Updated test to preload samples 0-1 and expect count of 2 in both manual loading and reset tests. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
44 hoursrefactor(build): granular asset tracking and CMake deduplicationskal
Implements Phases 1 & 2 of CMake consolidation plan to improve incremental build performance and reduce code duplication. Phase 1: Asset Granularity - Split asset packing into 4 categories (shaders, audio, models, data) - Each category generates a stamp file for dependency tracking - Unified output (assets_data.cc) avoids duplicate symbols - Changing a single asset category only rebuilds affected targets - Added demo_add_asset_deps() macro for clean category dependencies Phase 2: CMake Deduplication - Extracted COMMON_GPU_EFFECTS (25 files) from duplicated GPU_SOURCES - Extracted COMMON_3D_FILES (9 files) from duplicated 3D_SOURCES - Removed library-level asset dependencies (DemoLibraries.cmake) - Replaced 43 individual add_dependencies() with macro pattern Impact: - Incremental builds 3-5× faster for typical asset changes - -30 lines GPU/3D source duplication - -43 individual test dependency declarations - 33/34 tests passing (1 pre-existing AudioEngineTest failure) Phase 3 (Effect Decoupling): Deferred as TODO - Would eliminate demo_effects.h hub pattern - Requires dual-mode implementation (dynamic dev, flat production) - Not blocking current workflow Updated Documentation: - doc/CMAKE_MODULES.md: Added demo_add_asset_deps() docs - doc/BUILD.md: Documented asset category system Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
44 hoursadd c++ engineer roleskal
45 hoursclang-formatskal
45 hoursrefactor(tools): consolidate common CSS for HTML toolsskal
Extract common styles from various tool HTML files (timeline, spectral, cnn_v2_test, etc.) into a shared stylesheet. This reduces code duplication and improves maintainability of the tool frontends. - Create a new 'tools/common/style.css' to house the shared rules. - Update all tool HTML files to link to the new stylesheet. - Remove redundant inline styles from individual HTML files.
45 hoursdebug flash-cube-effectskal
45 hoursfix(audio): WAV dump drift improvements, acceptable stateskal
WAV dump changes: - Bypass ring buffer, render directly with synth_render() - Frame accumulator eliminates truncation errors - Skip pre-fill and fix seek for WAV dump mode - Result: No glitches, -150ms drift at 64b (acceptable) Timeline editor: - Fix waveform tooltip position calculation - Increase beat bar visibility (0.5 opacity) Cleanup: - Remove all drift debugging code from audio.cc and tracker.cc Status: Acceptable for now, further investigation needed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
45 hoursfix(timeline-editor): correct waveform tooltip position calculationskal
Remove TIMELINE_LEFT_PADDING offset from waveform cursor calculation. mouseX is already relative to waveform container, no padding adjustment needed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
46 hoursrefactor(timeline): retiming and effect consolidationskal
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
46 hoursfix(timeline-editor): capture all wheel events at container levelskal
- Add timelineContainer reference and capture wheel events with { capture: true } - Remove redundant wheel handlers from individual sequence/effect elements - Prevents child elements from interfering with zoom/scroll functionality Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
46 hoursdocs(timeline-editor): clarify effect time units in property panelskal
Add "beats" to start/end time labels in effect properties panel for consistency with sequence panel. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
46 hoursrefactor(timeline-editor): complete variable unit renames in modulesskal
- newPixelsPerSecond → newPixelsPerBeat - maxTime → maxTimeBeats (in waveform render) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
46 hoursfix(timeline-editor): disable waveform tooltip when no audio loadedskal
- Add audioBuffer check before showing tooltip/cursor in viewport controller - Sync variable renames in module files (pixelsPerBeat, audioDurationSeconds) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
46 hoursrefactor(timeline-editor): rename variables to reflect beat-based unitsskal
Renamed time-related variables for clarity: - pixelsPerSecond → pixelsPerBeat (timeline internally uses beats) - audioDuration → audioDurationSeconds - maxTime → maxTimeBeats - Local variables: newTime → newTimeBeats, duration → durationBeats - Updated stats display to show both beats and seconds All internal state stores beat values; serializer writes beats without suffix per .seq format. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
47 hoursrefactor(timeline-editor): centralize BPM calculationsskal
Replace repeated 60.0/bpm calculations with precomputed secondsPerBeat and beatsPerSecond properties. Add computeBPMValues helper and updateBPM function for consistency. Also prevent wheel events on time markers. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
47 hoursfeat(timeline-editor): add timing tooltip and cursor in waveform viewskal
Shows precise time (seconds) and beat position under mouse cursor with a vertical guide line for accurate sample timing measurements. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
47 hoursfix(timeline-editor): enable mouse wheel on all sequence viewer elementsskal
Wheel events now work when hovering over sequence boxes and effects, not just the timeline background. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
47 hoursdocs: document audio WAV drift bug investigationskal
Root cause: audio_render_ahead() over-renders by 366ms per 10s, causing progressive timing drift in WAV files. Events appear early in viewer. Findings: - Renders 11,733 extra frames over 40s (331,533 vs 319,800 expected) - Ring buffer accumulates excess audio (~19 frames/iteration) - WAV dump reads exact 533 frames but renders ~552 frames per call - Results in -180ms drift at 60 beats visible in timeline viewer Debug changes: - Added render tracking to audio.cc to measure actual vs expected - Added drift printf to tracker.cc for kick/snare timing analysis - Added WAV sample rate detection to timeline viewer See doc/AUDIO_WAV_DRIFT_BUG.md for complete analysis and proposed fixes. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2 daysdocs: compact CLAUDE.md and complete doc file coverageskal
Reduced tier descriptions from verbose to compact format, added all missing doc files (CNN suite, rendering helpers, workspace/scene/sequence systems), corrected archive references, removed non-existent files. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2 daysrefactor(timeline-editor): extract viewport and playback to ES6 modulesskal
Extract zoom/scroll/playback code from monolithic index.html into separate modules for better code organization: - timeline-viewport.js: Zoom, scroll sync, indicator positioning (133 lines) - timeline-playback.js: Audio loading, playback, waveform rendering (303 lines) - index.html: Reduced from 1093 to 853 lines (-22%) Requires HTTP server for ES6 module imports. Updated README with usage. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2 daysfix(timeline-editor): improve mouse-wheel handling and prevent UI interferenceskal
- Extract wheel handler to support both timeline and waveform scrolling - Add wheel event support to waveform container for horizontal scroll/zoom - Block wheel event propagation from header, properties panel, zoom controls, and stats Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2 daysinvestigating audio-drive bugskal
2 daysdocs: add CLI options reference and WAV dump examplesskal
Expanded HOWTO.md with complete CLI options list and WAV rendering examples. Updated HEADLESS_MODE.md with new dump-wav options. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2 daysfeat(audio): add --dump-wav-start and --dump-wav-duration optionsskal
Adds CLI options to control WAV dump time range: - --dump-wav-start TIME: Start dumping at specified time (seeks first) - --dump-wav-duration TIME: Limit dump duration Enables efficient rendering of specific segments without dumping entire demo. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2 daysfix(audio): eliminate startup delay with automatic buffer pre-fillskal
Added audio_get_required_prefill_time() to query ring buffer lookahead (400ms) and audio_is_prefilled() to check buffer state. audio_start() now warns if buffer under-filled. Replaced hardcoded 100ms pre-fill with automatic target-based pre-fill in main.cc and test_demo.cc. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2 daysmisc updatesskal