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timeline.seq is the canonical source — timeline.cc was wrongly hand-edited.
Add CNNv3Effect + cnn_out (gbuf_albedo) node to cnn_v3_debug sequence so
wire_dag() can wire GBufferEffect.cnn_output_node_ correctly.
Also fix node_prev_tex_ NodeType: F16X8 (Rgba16Float+CopyDst) to match
CNNv3Effect output format (GBUF_ALBEDO = Rgba16Float).
Regenerated timeline.cc via: python3 tools/seq_compiler.py workspaces/main/timeline.seq
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- Add Effect::wire_dag() virtual (called from init_effect_nodes after full DAG built)
- Add Effect::find_downstream_output() protected helper (first downstream consumer output)
- GBufferEffect::wire_dag() auto-sets cnn_output_node_ via find_downstream_output,
guarding against sink (external view, null texture)
- GBufferEffect::post_render() null-checks src texture before CopyTextureToTexture
- Tests: find_downstream_output cases + wire_dag integration in test_effect_base
- Doc: SEQUENCE.md updated with wire_dag pattern, helper contract, and sink guard
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- Add Effect::post_render() virtual hook, called after all effects in
the sequence have rendered each frame. Default is no-op.
- Sequence::render_effects() runs a second pass invoking post_render()
on all DAG nodes after the render pass completes.
- GBufferEffect: declare internal node_prev_tex_ (U8X4_NORM) for
persistent prev-frame CNN output. post_render() copies cnn_output_node_
→ node_prev_tex_ via CopyTextureToTexture. render() binds node_prev_tex_
as prev_cnn (binding 6) — zero on frame 0 (matches training convention).
- Expose set_cnn_output_node(name) API; call once at setup.
- Drop brittle ping-pong / input_nodes_[0] fallback.
- Update doc/SEQUENCE.md: post_render() semantics, frame execution order,
temporal feedback canonical pattern, node types table with G-buffer types.
- Update cnn_v3/docs/HOWTO.md: temporal feedback wiring section.
36/36 tests passing.
handoff(Gemini): prev.rgb temporal feedback now correct and generic.
Set set_cnn_output_node("sink") (or CNN output node name) once at setup.
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- gbuf_shadow.wgsl: normal bias 0.05→0.02
- gbuf_pack.wgsl: compute dif=diffuse*shadow, drop shadow from t1.z,
store dif in t1.w (INTERMEDIATE — incorrect packing, see migration plan)
- gbuf_deferred.wgsl: read dif from t1.w.x (matches intermediate packing)
- gbuf_view.wgsl: expand to 4×6 grid, show dif.r/g/b in row 5
(INTERMEDIATE — to be reverted to 4×5 with ch18=dif)
- gbuffer_effect.cc: add small hovering sphere (r=0.6) above scene;
swap cube/sphere positions; both spheres pulsate
- docs/GBUF_DIF_MIGRATION.md: full migration plan with checklist
handoff(Claude): intermediate commit — GBUF_DIF_MIGRATION.md §Current State
describes what is wrong and the full implementation checklist (5 steps).
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gbuf_shadow.wgsl — dfWithID():
- Sphere: replace inv_model local-space transform with direct world-space
formula (length(p - center) - radius). Exact, no matrix multiply, no
floating-point error from matrix inversion that can corrupt soft-shadow
penumbra over 64 march steps.
- lp/scale now computed only inside the cases that need them (box/torus/plane)
instead of eagerly for every object.
gbuffer_effect.cc — upload_scene_data():
- Replace per-frame std::vector<GBufObjectData> heap allocation with a
file-static staging buffer s_obj_staging[256]: zero alloc per frame.
handoff(Gemini): sphere SDF now exact; shadow march should be cleaner.
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1. Camera Y-inversion: proj.m[5] = -proj.m[5] in upload_scene_data
+ WGPUFrontFace_CCW on raster pipeline.
2. Shadow formula: replace shadowWithStoredDistance with 64-step
IQ soft shadow (8*d/t, unbounded).
3. Local→world SDF scale: d *= length(obj.model[0].xyz).
4. Shadow bias: use rasterized normal from normal_mat_tex (binding 4)
instead of light direction — fixes terminator self-shadow on spheres.
5. ShaderComposer: GBufViewEffect now resolves #include via
ShaderComposer::Get().Compose().
Also: per-tile channel labels in gbuf_view.wgsl via debug_str.
Scene simplified to 1 cube + 1 sphere for debugging (restore TODO).
Scale propagation for pulsating sphere confirmed correct end-to-end.
handoff(Gemini): shadow validated. Next: restore full scene in
GBufferEffect::set_scene() (20 cubes + 4 spheres, 2 lights), then
run training pass per cnn_v3/docs/HOWTO.md §3.
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- Missing WGPUFrontFace_CW (Y-flipped perspective) caused back faces to
render instead of front faces → cubes appeared inside-out.
- Sphere objects now use ray-sphere impostor in fs_main: correct silhouette,
smooth normal from hit point, and reprojected clip-space depth.
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- GBufferEffect::render() was a no-op (scene_ready_=false) because
set_scene() was never called from the timeline sequence constructor.
Fixed by calling set_scene() at the end of the constructor.
- Camera now orbits the scene at 0.3 rad/s (R=6, y=2.5).
handoff(Gemini): cnn_v3_test sequence now renders G-buffer + GBufViewEffect with animated orbiting camera.
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Remove dead code and reduce duplication:
- drop create_bilinear_sampler() (never called)
- drop update_pack_bind_group() stub and pack_bind_group_ member
- drop node_feat0_/node_feat1_; use output_nodes_[0/1] directly
- Compose({}, src) consistently for all three pipelines
- extract clear_r8_node() helper to replace two identical 10-line blocks
No behavior change. 36/36 tests pass.
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Implements gbuf_shadow.wgsl: fullscreen render pass that reads depth
from Pass 1, reconstructs world-space positions, evaluates a proxy-box
SDF for each object (via inv_model), computes soft shadows for both
directional lights using shadowWithStoredDistance(), and writes shadow
factor to the RGBA8Unorm node_shadow_ target consumed by gbuf_pack.wgsl.
Bind layout: B0=GlobalUniforms, B1=ObjectsBuffer (storage-read),
B2=texture_depth_2d, B3=GBufLightsUniforms.
Sky fragments (depth=1.0) are output as 1.0 (fully lit).
Falls back to clear(1.0) if pipeline is not ready.
36/36 tests pass.
handoff(Gemini): Pass 2 done. Pass 3 (transparency) still TODO.
Phase 4 (type-aware SDF) optional after visual validation.
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GBufferEffect:
- set_scene() now owns Scene/Camera internally; no external pointers needed
- 20 randomly rotating cubes (xorshift32 seed, axis-angle animation)
- 4 pumping spheres (radius = base_r * (1 + audio_intensity * 0.8))
- Camera at (0,2.5,6) looking at origin; aspect updated per-frame
- GBufLightsUniforms: 2 directional lights (warm key + cool fill)
- object_type written to ObjectData.params.x (ready for SDF shadow)
- shadow/transp nodes cleared via zero-draw render passes (placeholder)
- bilinear sampler cached via create_linear_sampler() / sampler_.get()
- dead placeholder textures removed
GBufViewEffect:
- gbuf_view.wgsl: all channels now fully grayscale (removed color tint)
- seq_compiler.py: GBufViewEffect added to CLASS_TO_HEADER
- timeline.seq: cnn_v3_test uses GBufViewEffect -> sink for debug view
Docs: HOWTO.md §1 updated with set_scene() description + §1b implementation
plan for Pass 2 SDF shadow (shader spec, bind layout, C++ additions)
handoff(Gemini): GBufferEffect has internal scene, 36/36 tests green.
Next: implement Pass 2 shadow (gbuf_shadow.wgsl) per §1b plan in HOWTO.md.
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- Wire GBufferEffect into demo build: assets.txt, DemoSourceLists.cmake,
demo_effects.h, shaders.h/cc. ShaderComposer::Compose() applied to
gbuf_raster.wgsl (resolves #include "common_uniforms").
- Add GBufferEffect construction test. 35/35 passing.
- Write cnn_v3/docs/HOWTO.md: G-buffer wiring, training data prep,
training plan, per-pixel validation workflow, phase status table,
troubleshooting guide.
- Add project hooks: remind to update HOWTO.md on cnn_v3/ edits;
warn on direct str_view(*_wgsl) usage bypassing ShaderComposer.
- Update PROJECT_CONTEXT.md and TODO.md: Phase 1 done,
Phase 3 (WGSL U-Net shaders) is next active.
handoff(Gemini): CNN v3 Phase 3 is next - WGSL enc/dec/bottleneck/FiLM
shaders in cnn_v3/shaders/. See cnn_v3/docs/CNN_V3.md Architecture
section and cnn_v3/docs/HOWTO.md section 3 for spec. GBufferEffect
outputs feat_tex0 + feat_tex1 (rgba32uint, 20ch, 32 bytes/pixel).
C++ CNNv3Effect (Phase 4) takes those as input nodes.
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G-buffer (Phase 1):
- Add NodeTypes GBUF_ALBEDO/DEPTH32/R8/RGBA32UINT to NodeRegistry
- GBufferEffect: MRT raster pass (albedo+normal_mat+depth) + pack compute
- Shaders: gbuf_raster.wgsl (MRT), gbuf_pack.wgsl (feature packing, 32B/px)
- Shadow/SDF passes stubbed (placeholder textures), CMake integration deferred
Training infrastructure (Phase 2):
- blender_export.py: headless EXR export with all G-buffer render passes
- pack_blender_sample.py: EXR → per-channel PNGs (oct-normals, 1/z depth)
- pack_photo_sample.py: photo → zero-filled G-buffer sample layout
handoff(Gemini): G-buffer phases 3-5 remain (U-Net shaders, CNNv3Effect, parity)
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