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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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Replace hardcoded linear_sampler_ with configurable sampler map.
- SamplerType enum (LinearClamp, LinearRepeat, NearestClamp, NearestRepeat)
- get_or_create_sampler() for lazy sampler creation
- Default to LinearClamp for backward compatibility
Eliminates hardcoded assumptions, more flexible for future use cases.
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Multi-input composite shaders with sampler support.
- Dynamic bind group layouts (N input textures + 1 sampler)
- dispatch_composite() for multi-input compute dispatch
- create_gpu_composite_texture() API
- gen_blend.wgsl and gen_mask.wgsl shaders
Guarded with #if !defined(STRIP_GPU_COMPOSITE) for easy removal.
Tests:
- Blend two noise textures
- Mask noise with grid
- Multi-stage composite (composite of composites)
Size: ~830 bytes (2 shaders + dispatch logic)
handoff(Claude): GPU procedural Phase 4 complete
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Phase 3 complete:
- Verify 128x64 and 1024x512 textures work
- Confirms GpuProceduralParams width/height respected
docs: Add Phase 4 design (texture composition)
- Multi-input compute shaders (samplers)
- Composite generators (blend, mask, modulate)
- Asset dependency ordering
- ~830 bytes for 2 composite shaders
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Comprehensive GPU procedural test coverage:
- Pipeline caching (reuse for same generator)
- All three generators (noise, perlin, grid)
- Multiple pipelines coexisting
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Replace individual pipeline pointers with map-based system.
- Changed from 3 pointers to std::map<string, ComputePipelineInfo>
- Unified get_or_create_compute_pipeline() for lazy init
- Unified dispatch_compute() for all shaders
- Simplified create_gpu_*_texture() methods (~390 lines removed)
handoff(Claude): GPU procedural texture refactoring complete
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Fixed validation error in test_3d_render:
- Uniform buffer was 64 bytes (mat4) but bind group expected 176 bytes (GlobalUniforms)
- Updated buffer creation to use sizeof(GlobalUniforms)
- Updated bind group entry size to match
- Updated update_buffers to write full GlobalUniforms struct
Error was:
Binding size 64 of Buffer with '' label is less than minimum 176
Root cause: VisualDebug uses same GlobalUniforms structure as main renderer
but was only allocating/binding mat4 portion.
Testing:
- All 34 tests passing (100%)
- test_3d_render runs without validation errors
- GPU procedural textures working (noise, perlin, grid)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Complete Phase 2 implementation:
- gen_perlin.wgsl: FBM with configurable octaves, amplitude decay
- gen_grid.wgsl: Grid pattern with configurable spacing/thickness
- TextureManager extensions: create_gpu_perlin_texture(), create_gpu_grid_texture()
- Asset packer now validates gen_noise, gen_perlin, gen_grid for PROC_GPU()
- 3 compute pipelines (lazy-init on first use)
Shader parameters:
- gen_perlin: seed, frequency, amplitude, amplitude_decay, octaves (32 bytes)
- gen_grid: width, height, grid_size, thickness (16 bytes)
test_3d_render migration:
- Replaced CPU sky texture (gen_perlin) with GPU version
- Replaced CPU noise texture (gen_noise) with GPU version
- Added new GPU grid texture (256x256, 32px grid, 2px lines)
Size impact:
- gen_perlin.wgsl: ~200 bytes (compressed)
- gen_grid.wgsl: ~100 bytes (compressed)
- Total Phase 2 code: ~300 bytes
- Cumulative (Phase 1+2): ~600 bytes
Testing:
- All 34 tests passing (100%)
- test_gpu_procedural validates all generators
- test_3d_render uses 3 GPU textures (noise, perlin, grid)
Next: Phase 3 - Variable dimensions, async generation, pipeline caching
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Phase 1 implementation complete:
- GPU compute shader for noise generation (gen_noise.wgsl)
- TextureManager extensions: create_gpu_noise_texture(), dispatch_noise_compute()
- Asset packer PROC_GPU() syntax support with validation
- ShaderComposer integration for #include resolution
- Zero CPU memory overhead (GPU-only textures)
- Init-time and on-demand generation modes
Technical details:
- 8×8 workgroup size for 256×256 textures
- UniformBuffer for params (width, height, seed, frequency)
- Storage texture binding (rgba8unorm, write-only)
- Lazy pipeline compilation on first use
- ~300 bytes code (Phase 1)
Testing:
- New test: test_gpu_procedural.cc (passes)
- All 34 tests passing (100%)
Future phases:
- Phase 2: Add gen_perlin, gen_grid compute shaders
- Phase 3: Variable dimensions, async generation
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Quick reference for ShaderComposer usage, QuadEffect auxiliary textures,
dynamic parameters, and uniform buffer alignment.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Added target_fill parameter to audio_render_ahead() for explicit control
- Pre-fill now uses fill_audio_buffer() (same logic as main loop)
- Ensures consistent tempo scaling and time advancement
- Reduced pre-fill from 400ms to 100ms (was blocking visuals)
- All 33 tests passing
handoff(Claude): Fixed audio startup silence/suspension issue
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- Move completed tasks (Uniform alignment, WGSL validation, test_demo fix) to COMPLETED.md
- Clean up TODO.md and PROJECT_CONTEXT.md "Recently Completed" sections
- Update HOWTO.md to clarify DEMO_ALL_OPTIONS enables STRIP_ALL
- Note: test_demo PeakMeterEffect requires non-STRIP build
Net: -26 lines (better context hygiene)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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