| Age | Commit message (Collapse) | Author |
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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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Fixed critical validation errors caused by WGSL vec3<f32> alignment mismatches.
Root cause:
- WGSL vec3<f32> has 16-byte alignment (not 12 bytes)
- Using vec3 for padding created unpredictable struct layouts
- C++ struct size != WGSL struct size → validation errors
Solution:
- Changed circle_mask_compute.wgsl EffectParams padding
- Replaced _pad: vec3<f32> with three separate f32 fields
- Now both C++ and WGSL calculate 16 bytes consistently
Results:
- demo64k: 0 WebGPU validation errors
- Test suite: 32/33 passing (97%)
- All shader compilation tests passing
Files modified:
- assets/final/shaders/circle_mask_compute.wgsl
- TODO.md (updated task status)
- PROJECT_CONTEXT.md (updated test results)
- HANDOFF_2026-02-09_UniformAlignment.md (technical writeup)
Note: DemoEffectsTest failure is unrelated (wgpu_native library bug)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Define CommonUniforms struct with standard fields:
- resolution: vec2<f32>
- aspect_ratio: f32
- time: f32
- beat: f32
- audio_intensity: f32
Updated 14 shaders to use CommonUniforms:
- Replaced width/height with resolution
- Unified intensity/audio_peak → audio_intensity
- Moved effect-specific params to EffectParams struct
- visual_debug.wgsl now uses GlobalUniforms.view_proj
All shaders now have consistent uniform interface.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Implements demonstration of auxiliary texture masking system with:
- CircleMaskEffect: Generates circular mask, renders green outside circle
- RotatingCubeEffect: Renders SDF cube inside circle using mask
Architecture:
- Mask generation in compute phase (1.0 inside, 0.0 outside)
- CircleMask renders green where mask < 0.5 (outside circle)
- RotatingCube samples mask and discards where mask < 0.5
Files added:
- src/gpu/effects/circle_mask_effect.{h,cc}
- src/gpu/effects/rotating_cube_effect.{h,cc}
- assets/final/shaders/{circle_mask_compute,circle_mask_render,masked_cube}.wgsl
Build system:
- Updated CMakeLists.txt with new effect sources
- Registered shaders in demo_assets.txt
- Updated test_demo_effects.cc (8 scene effects total)
Status: Effects temporarily disabled in demo.seq (lines 31-35)
- ShaderComposer snippet registration needed for masked_cube.wgsl
- All 33 tests pass, demo runs without crashes
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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