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14 daysdocs: streamline SEQUENCE.md (12 effects, remove v1 migration notes)skal
handoff(Gemini): SEQUENCE.md updated - removed obsolete v1 migration notes, updated effect count 7→12, added absolute-time note, removed completed TODO items. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-08fix: negate Y in perspective() to correct rasterized 3D orientationskal
The fullscreen post-process VS uses Y-up UVs (uv.y=0 = bottom), so textureSample() Y-flips any rasterized offscreen texture. SDF effects author their content Y-down and look correct after the flip. Rasterized effects (RotatingCube, Hybrid3D) must pre-flip their geometry: - mat4::perspective(): m[5] = -t (negated Y scale) - Pipelines with cullMode=Back: frontFace = WGPUFrontFace_CW (Y-flip reverses winding, so CW becomes the visible face) - Remove incorrect transposes from GlobalUniforms::make(), ObjectData::make(), and Uniforms::make() — mini_math is column-major, no transpose needed for GPU upload - Document the convention in doc/3D.md under "Rasterized 3D and the Y-flip rule" handoff(Gemini): Y-flip rule now documented; all rasterized 3D pipelines must follow it. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-08docs: update ASSET_SYSTEM.md for WGSL disk-load in dev modeskal
WGSL shaders now join SPEC/MP3 in being loaded from disk in development mode, enabling shader iteration without rebuild. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-08feat: Implement dual-mode asset loading and update documentationskal
This commit introduces a dual-mode asset loading system to enhance developer workflow and optimize release builds. Key changes include: - **Dual-Mode Asset Loading:** Assets are now loaded from disk during development (when is OFF) for faster iteration, particularly for heavy assets like and files. For release builds ( ON), all assets are embedded directly into the binary, ensuring a single, self-contained executable. - **Explicit Asset Typing:** Replaced generic asset type with specific types (, , , , ) in and the enum in for clearer categorization and more robust processing. - **Build System Integration:** Modified to pass a flag to in development builds. - **Asset Packer Updates:** now generates file paths for disk-loaded assets and embeds data for others based on the build mode. - **Asset Manager Enhancements:** includes new logic in for loading and caching disk-based assets and updates to for proper memory deallocation. - **Documentation:** Updated to reflect the new asset nomenclature and dual-mode loading strategy. - **Project Rules:** Added a concise rule to mandating top-level documentation updates for medium/large sub-system changes. handoff(Gemini): Implemented dual-mode asset loading and updated documentation.
2026-03-08fix(shaders): enforce y-up screen-space convention + document coordinate ↵skal
conventions - Add textureSampleYUp() helper to fullscreen_uv_vs.wgsl to correct y-flip when sampling WebGPU textures with y-up UV coordinates - Use textureSampleYUp() in passthrough, gaussian_blur, combined_postprocess - Fix skybox.wgsl: remove erroneous (1.0 - uv.y) flip (double-flip bug) - Document world/view/screen conventions in doc/3D.md, camera_common.wgsl, and fullscreen_uv_vs.wgsl Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-07streamline docskal
2026-03-07refactor(effects): introduce WgslEffect for shader-only post-process effectsskal
Replace boilerplate .h/.cc pairs for simple single-pass effects with a generic WgslEffect base class that takes a shader string + optional WgslEffectParams (binding 3). Port Flash, Passthrough, Heptagon, Scratch, and GaussianBlur to thin header-only wrappers — no .cc files, no CMake entries needed. Removes 5 .cc files (-243 lines). Update EFFECT_WORKFLOW.md, CONTRIBUTING.md, and AI_RULES.md to document the WgslEffect (Path A) vs full class (Path B) workflow. Doc cleanup: fix stale GaussianBlurParams/PostProcessEffect references and test counts. handoff(Claude): WgslEffect landed; 5 effects ported; docs updated. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-06feat(effects): add Scratch post-process effect with reusable scratch_lines ↵skal
snippet - src/shaders/render/scratch_lines.wgsl: reusable WGSL snippet registered as "render/scratch_lines"; call scratch_lines(uv, resolution, time)->f32 from any effect. Uses hash_1f from math/noise; 8 lines/frame, ~24fps flicker. - src/effects/scratch.{wgsl,h,cc}: thin Scratch effect wrapping the snippet. - Applied to "intro" and "rotating_cube" sequences as the final step. - 35/35 tests passing. handoff(Gemini): Scratch effect added. render/scratch_lines snippet is reusable. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-05docs: add control flow braces rule to coding styleskal
2026-03-05fix(audio): correct OLA synthesis and extract shared ola_encode/ola_decodeskal
- Remove erroneous Hann synthesis window from synth.cc (g_hann * tmp[j]). Hann analysis at 50% overlap satisfies w[n]+w[n+H]=1, so rectangular synthesis gives perfect reconstruction; applying Hann twice was wrong. - Extract ola_encode()/ola_decode()/ola_num_frames() into src/audio/ola.h+cc. spectool and test_wav_roundtrip now use the shared functions. synth.cc lazy-decode path stays inlined (see TODO for future refactor). - Drop dead <atomic> include and g_hann array from synth.cc. - Drop dead window.h include from spectool.cc. - Update PROJECT_CONTEXT.md, COMPLETED.md, TODO.md to reflect correct analysis-only Hann window and new ola.h API. handoff(Gemini): OLA synthesis bug fixed + ola.h factorized. synth.cc lazy-decode still inline (TODO item added). 34/35 tests pass; WavDumpBackendTest failure is pre-existing and unrelated. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-05fix(spectool): rename --wav flag to wav subcommand for consistencyskal
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-05chore: remove dead specplay tool and all referencesskal
specplay was removed from the build but source/docs remained. Delete tools/specplay.cc, tools/specplay_README.md, and remove specplay sections from TOOLS_REFERENCE.md and BACKLOG.md. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-05feat(spectool): add --wav decode, IMDCT, and roundtrip testskal
- spectool --wav <input.spec> <output.wav>: decodes .spec to mono 16-bit WAV at 32 kHz using IDCT-OLA synthesis (no synthesis window). The analysis Hann window at 50% overlap satisfies w[n]+w[n+H]=1, so the synthesis window must be rectangular for perfect reconstruction. - Add imdct_512 / imdct_fft to audio lib (fft.cc, fft.h, idct.cc, dct.h) for future MDCT-based synthesis. - test_wav_roundtrip: in-process OLA analyze+decode SNR test (≥30 dB). Currently measures 53 dB on a 440 Hz sine. - Fix stale test_spectool.cc: version assertion updated from 1 to SPEC_VERSION_V2_OLA (was always wrong since OLA fix landed). - Docs: TOOLS_REFERENCE.md removes dead specview, documents --wav / --normalize / test_gen. HOWTO.md adds decode section. TRACKER.md notes spec v2 OLA format and decode command. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-05fix(audio): OLA encoder never ran; version never propagated to decoderskal
Two bugs kept the v2 OLA path permanently disabled: 1. SpectrogramResourceManager::load_asset() never set spec.version from SpecHeader::version — all .spec assets loaded with version=0, so ola_mode was always false in the voice. 2. spectool analyze_audio() used non-overlapping chunks (stride=DCT_SIZE), hamming_window_512, and hardcoded header.version=1 — OLA analysis was never implemented in the encoder. Fixes: propagate header->version in load_asset(); switch spectool to OLA_HOP_SIZE stride, hann_window_512, and SPEC_VERSION_V2_OLA. Regenerated all .spec files. handoff(Gemini): OLA enc/dec chain now correct end-to-end. .spec files are v2 (50% overlap, Hann). No API changes; 33/34 tests pass (WavDumpBackendTest pre-existing failure unrelated). Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-03feat(assets): replace is_procedural/is_gpu_procedural bools with AssetType ↵skal
enum, add MP3 type - Add AssetType enum {STATIC, PROC, PROC_GPU, MP3} to AssetRecord - Add GetAssetType() API to asset_manager.h/cc - asset_packer: parse 'MP3' compression keyword in assets.txt - tracker: remove magic-byte is_mp3_asset(); use GetAssetType() instead - assets.txt: NEVER_MP3 now uses 'MP3' compression type - doc/ASSET_SYSTEM.md: rewritten to document new types and API handoff(Gemini): AssetType enum landed; MP3 detection is now explicit via asset metadata.
2026-03-03fix(build): add spectool to DEMO_BUILD_TOOLS cmake targetskal
spectool was missing from DemoTools.cmake; scripts/gen_spectrograms.sh could not find build/spectool. Document the regeneration workflow in HOWTO.md. handoff(Claude): spectool now builds with -DDEMO_BUILD_TOOLS=ON
2026-03-02docs: update PROJECT_CONTEXT, TODO, COMPLETED for OLA-IDCTskal
- PROJECT_CONTEXT: audio section reflects OLA-IDCT (Hann, 50% overlap); test count 35->34; Next Up notes .spec regen needed - TODO: remove stale MP3 sub-task (done), trim test TODOs, add .spec regen as Priority 3, update test count to 34/34 - COMPLETED: archive OLA-IDCT task with implementation summary
2026-03-02feat(audio): MP3 asset support in tracker via decode-at-initskal
Detect MP3 blobs by magic bytes in tracker_init(), decode to spectrogram (hamming window + FDCT) using new mp3_decode(), and register with synth exactly like .spec assets. STRIP_ALL builds guard with FATAL_CHECK. handoff(Gemini): MP3 assets now usable in music.track with SAMPLE ASSET_* syntax; see doc/TRACKER.md for usage. No synth/compiler/packer changes. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-28refactor(effects): co-locate effect WGSL shaders with their .h/.cc in ↵skal
src/effects/ Move 13 effect-specific shaders from workspaces/main/shaders/ to src/effects/ so each effect's .h, .cc, and .wgsl are together. Update assets.txt paths in both main and test workspaces. Update EFFECT_WORKFLOW.md to reflect new location. Shared/reusable snippets remain in src/shaders/. handoff(Gemini): shaders moved; src/effects/ now has .h, .cc, and .wgsl per effect. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-28fix(tools/shadertoy): fix Next Steps instructions and update EFFECT_WORKFLOW.mdskal
- Fix assets.txt path: shaders/xxx.wgsl (not ../../src/shaders/) - Fix shader output path to workspaces/main/shaders/ - Step 5: reference cmake/DemoSourceLists.cmake COMMON_GPU_EFFECTS (not CMakeLists.txt GPU_SOURCES) - Add step for test_demo_effects.cc Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-28refactor: move common/shaders/ to src/shaders/skal
Relocates shared WGSL shaders under src/ where all source code lives, eliminating the top-level common/ directory. - Update asset references in workspaces/main/assets.txt and workspaces/test/assets.txt - Update docs: PROJECT_CONTEXT.md, ARCHITECTURE.md, WORKSPACE_SYSTEM.md, SHADER_REUSE_INVESTIGATION.md Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-28remove SDFEffect base class and sdf_test, update SDF_EFFECT_GUIDEskal
- Delete unused SDFEffect base class (src/gpu/sdf_effect.h) - Delete sdf_test.wgsl and SHADER_SDF_TEST from assets.txt - Rewrite SDF_EFFECT_GUIDE.md based on Scene1 canonical pattern: correct bindings (2/3), vec4f syntax, UniformsSequenceParams - Fix missing newline at end of gpu.h handoff(Claude): SDF cleanup done, guide updated to match current Effect API
2026-02-23docs(build): add WSL (Windows 10) build support and documentationskal
- build_win.sh: platform-aware MinGW DLL search (macOS Homebrew vs Linux apt paths) - HOWTO.md: new WSL section covering native Linux build and Windows cross-compile - PROJECT_CONTEXT.md: note WSL support in Build status handoff(Gemini): WSL native + cross-compile build support added. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-21refactor(wgsl): Use vec*f alias for vector typesskal
Replaces all instances of `vec<f32>` with the more concise `vec*f` alias (e.g., `vec3f`) across all `.wgsl` shaders. This improves readability and aligns with common graphics programming conventions. Also adds a new coding style rule to `doc/CODING_STYLE.md` to enforce this standard going forward. Finally, this commit fixes a build error in `test_effect_base.cc` by replacing a call to the non-existent `wgpuDeviceTick` with `wgpuDevicePoll`, which resolves the test failure.
2026-02-21refactor(wgsl): Factorize getScreenCoord helperskal
Factorizes the screen coordinate calculation from scene1.wgsl into a reusable getScreenCoord function in common/shaders/math/common_utils.wgsl. This improves code reuse and simplifies fragment shaders.
2026-02-20feat(sequence): port Scene1Effect + fix seq_compiler absolute time bugskal
- Add Scene1 effect: raymarching cube+sphere+ground (reflections, shadows) - Fix scene1.wgsl: binding 0→2, CommonUniforms→UniformsSequenceParams - Replace Heptagon+Placeholder stub in heptagon_scene with Scene1 - Fix seq_compiler.py: emit seq.start_time+effect.start/end (absolute times) so dispatch_render active check works correctly for all sequences Bug: effects in sequences starting after t=0 were never active because local times (e.g. 0-8) never satisfied params.time<end for absolute time 20+. 34/34 tests passing. handoff(Gemini): seq_compiler now emits absolute effect times. All existing sequences affected — verify visual output across the full timeline. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-18refactor(mq_editor): consolidate duplicates, extract utils.js and app.jsskal
- utils.js (new): evalBezier (robust), getCanvasCoords, buildBandPoints - app.js (new): extract ~450-line inline script from index.html - editor.js: generalize _makeJogSlider(inp, options) with onUpdate cb, eliminate 50-line inline resonator jog duplication, use getCanvasCoords - mq_extract.js: extract findBestPeak(), replace two identical loop bodies - viewer.js: remove duplicate evalBezier, use getCanvasCoords/buildBandPoints - mq_synth.js: remove duplicate evalBezier - index.html: inline script removed, load order: utils→fft→extract→synth→viewer→editor→app handoff(Claude): mq_editor refactor complete — no logic changes, browser-ready. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-18feat(mq_editor): implement MQ extraction improvementsskal
- Implement Predictive Kinematic Tracking to improve partial tracking during fast glissandos and vibrato. - Add Peak Prominence Pruning to filter out insignificant local maxima. - Replace heuristic Bezier fitting with a Least-Squares solver for more accurate trajectories. - Update UI to include a Prominence parameter input. - Archive MQ_EXTRACTION_IMPROVEMENTS.md design document. handoff(Gemini): implemented MQ extraction improvements (kinematic tracking, prominence pruning, least-squares bezier)
2026-02-17docs: Archive MQ Editor Phase 2 completionskal
JS synthesizer with replica oscillator bank and STFT cache complete. Ready for Phase 3 (editing UI). Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-02-17feat(mq_editor): Complete Phase 2 - JS synthesizer with STFT cacheskal
Phase 2 - JS Synthesizer: - Created mq_synth.js with replica oscillator bank - Bezier curve evaluation (cubic De Casteljau algorithm) - Replica synthesis: frequency spread, amplitude decay, phase jitter - PCM buffer generation from extracted MQ partials - Normalization to prevent clipping - Key '1' plays synthesized audio, key '2' plays original - Playback comparison with animated playhead STFT Cache Optimization: - Created STFTCache class in fft.js for pre-computed windowed FFT frames - Clean interface: getFFT(t), getMagnitudeDB(t, freq), setHopSize() - Pre-computes all frames on WAV load (eliminates redundant FFT calls) - Dynamic cache update when hop size changes - Shared across spectrogram, tooltip, and mini-spectrum viewer - Significant performance improvement Mini-Spectrum Viewer: - Bottom-right overlay (200x100) matching spectral_editor style - Real-time FFT display at playhead or mouse position - 100-bar visualization with cyan-to-yellow gradient - Updates during playback or mouse hover Files: - tools/mq_editor/mq_synth.js (new) - tools/mq_editor/fft.js (STFTCache class added) - tools/mq_editor/index.html (synthesis playback, cache integration) - tools/mq_editor/viewer.js (cache-based rendering, spectrum viewer) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-02-17docs: Archive MQ Editor Phase 1 completionskal
Completed MQ extraction and visualization with improved tracking. Ready for Phase 2 (JS synthesizer). Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-02-17docs(mq_editor): Update Phase 1 completion statusskal
Phase 1 deliverables complete: - MQ extraction with improved tracking - Spectrogram visualization with zoom/scroll - Original WAV playback with playhead - Ready for Phase 2 (JS synthesizer) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-02-17feat(mq_editor): Phase 1 - MQ extraction and visualization (SPECTRAL_BRUSH_2)skal
Implement McAulay-Quatieri sinusoidal analysis tool for audio compression. New files: - doc/SPECTRAL_BRUSH_2.md: Complete design doc (MQ algorithm, data format, synthesis, roadmap) - tools/mq_editor/index.html: Web UI (file loader, params, canvas) - tools/mq_editor/fft.js: Radix-2 Cooley-Tukey FFT (from spectral_editor) - tools/mq_editor/mq_extract.js: MQ algorithm (peak detection, tracking, bezier fitting) - tools/mq_editor/viewer.js: Visualization (spectrogram, partials, zoom, axes) - tools/mq_editor/README.md: Usage and implementation status Features: - Load WAV → extract sinusoidal partials → fit cubic bezier curves - Time-frequency spectrogram with hot colormap (0-16 kHz) - Horizontal zoom (mousewheel) around mouse position - Axis ticks with labels (time: seconds, freq: Hz/kHz) - Mouse tooltip showing time/frequency coordinates - Real-time adjustable MQ parameters (FFT size, hop, threshold) Algorithm: - STFT with Hann windows (2048 FFT, 512 hop) - Peak detection with parabolic interpolation - Birth/death/continuation tracking (50 Hz tolerance) - Cubic bezier fitting (4 control points per trajectory) Next: Phase 2 (JS synthesizer for audio preview) handoff(Claude): MQ editor Phase 1 complete. Ready for synthesis implementation.
2026-02-17refactor(effects): Streamline uniforms initializationskal
Centralized uniforms_buffer_ initialization and updates to Effect base class: - init_uniforms_buffer() now automatic in Effect::Effect() - uniforms_buffer_.update() now automatic in dispatch_render() - Removed redundant calls from all effect subclasses - Updated effect.h comments to reflect automatic behavior - Updated EFFECT_WORKFLOW.md templates Benefits: - 16 lines removed from effect implementations - Consistent pattern enforced at compile time - Reduced boilerplate for new effects Tests: 34/34 passing handoff(Claude): Effect base class now handles uniforms automatically
2026-02-17docs(style): Add rule for WGPU object initializationskal
2026-02-17feat: Rename GPU stub and headless files and update referencesskal
2026-02-17refactor: centralize platform-specific code in gpu.hskal
Move platform-specific type definitions to gpu.h and establish coding rule that platform ifdefs must be confined to gpu/platform layers. - gpu.h: add GpuTextureCopyInfo, GpuTextureDataLayout type aliases - effect.cc: use GpuTextureCopyInfo instead of platform ifdefs - texture_manager.cc: use type aliases and label_view() helper - CODING_STYLE.md: add platform-specific code section with rule Tests: 34/34 passing Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-02-17docs: document STRIP_GPU_COMPOSITE flag in BUILD.mdskal
2026-02-17docs: update timeline editor documentation for v2 formatskal
Updates all documentation to reflect Sequence V2 format support: Timeline Editor (tools/timeline_editor/): - README.md: Updated features list, file format examples with NODE declarations and arrow syntax, usage instructions for node editing - ROADMAP.md: Added completed item 1.0 "Sequence V2 Format Support" Core Documentation (doc/): - HOWTO.md: Updated timeline example to use v2 arrow syntax, added NODE/buffer chain features to visual editor description - SEQUENCE.md: Marked timeline editor graph visualization as completed All examples now show v2 format: EFFECT + ClassName input1 input2 -> output1 output2 start end Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-02-16fix: port Hybrid3D effect to sequence v2 architectureskal
Hybrid3D was calling Renderer3D::render() which creates its own command encoder, bypassing the sequence system. Now uses renderer_.draw() with the passed encoder. Also adds texture blit support for RotatingCube compositing. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-02-16fix: make test_demo use workspace files, remove obsolete tools/test_demo.*skal
- test_demo now uses workspaces/test/{timeline.seq,music.track} - Removed tools/test_demo.{seq,track} (no longer used) - Updated docs to reference workspace files - Changes to workspaces/test/timeline.seq now trigger rebuild Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-02-16refactor: remove C++ seq_compiler and Gantt chart referencesskal
- Remove tools/seq_compiler.cc (replaced by seq_compiler.py) - Remove C++ seq_compiler build target from cmake/DemoTools.cmake - Update documentation to remove Gantt chart mentions - Keep seq_compiler.py (active Python compiler) - All tests passing (34/34)
2026-02-16docs: streamline and consolidate markdown documentationskal
Remove 530 lines of redundant content, archive dated docs, compact CNN training sections, fix inconsistencies (effect count, test status). Improves maintainability and reduces context load for AI agents. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-02-16refactor: remove v2 versioning artifacts, establish Sequence as canonical systemskal
Complete v1→v2 migration cleanup: rename 29 files (sequence_v2→sequence, effect_v2→effect, 14 effect files, 8 shaders, compiler, docs), update all class names and references across 54 files. Archive v1 timeline. System now uses standard naming with all versioning removed. 30/34 tests passing. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-02-16docs(sequence): update and compact v2 documentationskal
Documentation Changes: - Rewrote SEQUENCE_v2.md: practical guide focused on actual implementation - Removed design philosophy, added concrete examples - Documented all implemented features and current limitations - Added effect creation templates (standard post-process, 3D with depth) - 130 lines → 222 lines (expanded with examples) - Updated EFFECT_WORKFLOW.md for v2 - Changed from v1 Effect/PostProcessEffect to EffectV2 - Updated all steps for v2 workflow (6 steps instead of 8) - Added complete templates with proper v2 signatures - Documented common issues and solutions - Removed v1-specific content - Archived v1 documentation - Moved doc/SEQUENCE.md → doc/archive/SEQUENCE_V1.md - V1 system removed, documentation preserved for reference Content Focus: - Quick start examples (simple chain, multi-output, ping-pong) - Timeline syntax reference with REQUIRED priority modifiers - Architecture overview (SequenceV2, EffectV2, Node system) - Compiler features (DAG validation, topological sort, ping-pong detection) - Practical templates (copy-paste ready) - Common issues section (build errors, runtime errors) Status Documentation: - ✅ Implemented: DAG validation, node aliasing, 7 effects ported - ❌ Missing: Flatten mode, BPM handling, GetDemoDuration calculation - TODO: Port remaining effects, implement flatten, update HTML editor Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-02-16feat(sequence): complete v2 migration with DAG-based routingskal
Phase 4 complete: V1 system removed, v2 fully operational. Architecture Changes: - Explicit Node system with typed buffers (u8x4_norm, f32x4, depth24) - DAG effect routing with multi-input/multi-output support - Python compiler (seq_compiler_v2.py) with topological sort and ping-pong optimization - Compile-time node aliasing for framebuffer reuse V1 Removal (~4KB): - Deleted effect.h/cc base classes (1.4KB) - Deleted 19 v1 effect pairs: heptagon, particles, passthrough, gaussian_blur, solarize, scene1, chroma_aberration, vignette, hybrid_3d, flash_cube, theme_modulation, fade, flash, circle_mask, rotating_cube, sdf_test, distort, moving_ellipse, particle_spray (2.7KB) V2 Effects Ported: - PassthroughEffectV2, PlaceholderEffectV2 - GaussianBlurEffectV2 (multi-pass with temp nodes) - HeptagonEffectV2 (scene effect with dummy texture) - ParticlesEffectV2 (compute + render, format fixed) - RotatingCubeEffectV2 (3D with depth node) - Hybrid3DEffectV2 (Renderer3D integration, dummy textures for noise/sky) Compiler Features: - DAG validation (cycle detection, connectivity checks) - Topological sort for execution order - Ping-pong optimization (aliased node detection) - Surface-based and encoder-based RenderV2Timeline generation - init_effect_nodes() automatic generation Fixes Applied: - WebGPU binding layout validation (standard v2 post-process layout) - Surface format mismatch (ctx.format for blit, RGBA8Unorm for framebuffers) - Depth attachment compatibility (removed forced depth from gpu_create_render_pass) - Renderer3D texture initialization (created dummy 1x1 white textures) - ParticlesEffectV2 format (changed from ctx.format to RGBA8Unorm) - Encoder-based RenderV2Timeline (added missing preprocess() call) Testing: - 34/36 tests passing (2 v1-dependent tests disabled) - demo64k runs successfully (no crashes) - All seek positions work (--seek 12, --seek 15 validated) Documentation: - Updated PROJECT_CONTEXT.md (v2 status, reference to SEQUENCE_v2.md) - Added completion entry to COMPLETED.md TODO (Future): - Port CNN effects to v2 - Implement flatten mode (--flatten code generation) - Port remaining 10+ effects - Update HTML timeline editor for v2 (deferred) handoff(Claude): Sequence v2 migration complete, v1 removed, system operational. Phase 5 (editor) deferred per user preference. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-02-16docs: update for Sequence v2 phases 1-2skal
2026-02-16feat(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)
2026-02-15docs: 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
2026-02-15refactor(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%)