| Age | Commit message (Collapse) | Author |
|
|
|
|
|
Bugs:
- B1: fix dead tempo debug (prev_tempo captured after assignment)
- B2: fix ReloadAssetsFromFile leak for disk-loaded assets; simplify DropAsset
- B3: fix get_free_pool_slot leak (unregister synth + free data on reuse)
- B4: volatile -> std::atomic with acquire/release in miniaudio_backend, synth
- B5: fix unaligned reads in scene_loader (memcpy-based read_f32/read_u32)
- B6: fix shader module + BGL + pipeline layout leaks in gpu.cc, pipeline_builder
Dead code:
- D1: remove unused particle_defs.h
- D3: remove create_post_process_pipeline_simple (zero callers)
- D4: remove empty gpu_draw()
- D5: remove write-only Hybrid3D::initialized_
- D6: remove legacy pending buffer path in audio.cc
Factorization:
- F1: Effect::run_fullscreen_pass() replaces boilerplate in 5 effects
- F2: particle_common.wgsl snippet, #include in 3 WGSL shaders
- F3: gpu_create_shader_module() helper, used in 3 call sites
- F5: get_world_aabb() shared between bvh.cc and physics.cc
- F6: samples_to_seconds() replaces 6 inline expressions
- F7: gpu_create_linear/nearest_sampler use SamplerCache; add nearest() preset
Simplification:
- S9+S1: WgslSamplerType param; Scene2Effect collapsed to thin wrapper
- S4: FFT heap allocs -> stack arrays (zero allocs on hot path)
- S5: ObjectType::CUBE documented as legacy alias for BOX; default changed
- S6: bind group dirty-flag in Renderer3D; remove duplicate pipeline set
- S7: create_gpu_procedural() helper in texture_manager (~80 lines removed)
37/37 tests passing.
handoff(Claude): code review batch — all items verified, no regressions.
|
|
Bugs:
- B1: fix dead tempo debug (prev_tempo captured after assignment)
- B2: fix ReloadAssetsFromFile leak for disk-loaded assets; simplify DropAsset
- B3: fix get_free_pool_slot leak (unregister synth + free data on reuse)
- B4: volatile -> std::atomic with acquire/release in miniaudio_backend, synth
- B5: fix unaligned reads in scene_loader (memcpy-based read_f32/read_u32)
- B6: fix shader module + BGL + pipeline layout leaks in gpu.cc, pipeline_builder
Dead code:
- D1: remove unused particle_defs.h
- D3: remove create_post_process_pipeline_simple (zero callers)
- D4: remove empty gpu_draw()
- D5: remove write-only Hybrid3D::initialized_
- D6: remove legacy pending buffer path in audio.cc
Factorization:
- F1: Effect::run_fullscreen_pass() replaces boilerplate in 5 effects
- F2: particle_common.wgsl snippet, #include in 3 WGSL shaders
- F3: gpu_create_shader_module() helper, used in 3 call sites
- F5: get_world_aabb() shared between bvh.cc and physics.cc
- F6: samples_to_seconds() replaces 6 inline expressions
- F7: gpu_create_linear/nearest_sampler use SamplerCache; add nearest() preset
37/37 tests passing.
handoff(Claude): code review batch — all items verified, no regressions.
|
|
|
|
New src/shaders/math/normal.wgsl: oct_encode, oct_decode, oct_encode_unorm,
oct_decode_unorm. Registered in InitShaderComposer as "math/normal".
Removed inline copies from gbuf_raster.wgsl and gbuf_pack.wgsl.
18/18 tests passing.
|
|
New effect unpacks feat_tex0/feat_tex1 and outputs albedo * shadow.
Replaces CNNv3Effect in cnn_v3_test sequence until training is complete.
37/37 tests passing.
handoff(Gemini): GBufDeferredEffect wired in timeline; CNN v3 pipeline: GBufferEffect → GBufDeferredEffect → sink.
|
|
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.
|
|
C++ GBufViewEffect: renders all 20 feature channels from feat_tex0/feat_tex1
in a 4×5 tiled grid. Custom BGL with WGPUTextureSampleType_Uint; bind group
rebuilt per frame via wgpuRenderPipelineGetBindGroupLayout.
Web tool: "Load sample directory" button — webkitdirectory picker, FULL_PACK_SHADER
compute (matches gbuf_pack.wgsl packing), runFromFeat() skips photo-pack step,
computePSNR() readback + comparison vs target.png side-by-side.
36/36 tests pass. Docs updated: HOWTO.md §9, README, PROJECT_CONTEXT, TODO,
COMPLETED.
handoff(Gemini): CNN v3 Phase 7 done. Next: run train_cnn_v3.py (see HOWTO §3).
|
|
- cnn_v3/src/cnn_v3_effect.{h,cc}: full Effect subclass with 5 compute
passes (enc0→enc1→bottleneck→dec1→dec0), shared weights storage buffer,
per-pass uniform buffers, set_film_params() API
- Fixed WGSL/C++ struct alignment: vec3u has align=16, so CnnV3Params4ch
is 64 bytes and CnnV3ParamsEnc1 is 96 bytes (not 48/80)
- Weight offsets computed as explicit formulas (e.g. 20*4*9+4) for clarity
- Registered in CMake, shaders.h/cc, demo_effects.h, test_demo_effects.cc
- 35/35 tests pass
handoff(Gemini): CNN v3 Phase 5 next — parity validation (Python ref vs WGSL)
|
|
5 compute shaders + cnn_v3/common snippet:
enc0: Conv(20→4,3×3) + FiLM + ReLU full-res
enc1: AvgPool + Conv(4→8,3×3) + FiLM + ReLU half-res
bottleneck: AvgPool + Conv(8→8,1×1) + ReLU quarter-res
dec1: NearestUp + cat(enc1) + Conv(16→4) + FiLM half-res
dec0: NearestUp + cat(enc0) + Conv(8→4) + FiLM + Sigmoid full-res
Parity rules: zero-pad conv, AvgPool down, NearestUp, FiLM after
conv+bias, skip=concat, OIHW weights+bias layout. Matches PyTorch
train_cnn_v3.py forward() exactly.
Registered in workspaces/main/assets.txt + src/effects/shaders.cc.
Weight layout + Params struct documented in cnn_v3/docs/HOWTO.md §7.
Next: Phase 4 — C++ CNNv3Effect + FiLM uniform upload.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
|
|
- 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.
|
|
- fetch_win_deps.sh: update wgpu-native v0.19.4.1 → v27.0.4.0 (same as macOS)
- platform.h: remove v0.19 compat shims, Windows now uses WGPUStringView API
- gpu.cc/gpu.h: remove DEMO_CROSS_COMPILE_WIN32 old-API branches
- texture_readback.cc, visual_debug.cc, hybrid3d_effect.cc: same cleanup
- rotating_cube_effect.cc: remove #ifdef guard for depthSlice
- glfw3webgpu.c: remove old WGPUSurfaceDescriptorFromWindowsHWND branch
- asset_manager.cc: fix DEMO_STRIP_ALL→STRIP_ALL guard (vs_main was missing
in STRIP_ALL Windows builds because disk-loading path ran on embedded data)
- tracker.cc: skip MP3 assets gracefully in STRIP_ALL builds instead of fatal
handoff(Gemini): Windows .exe now runs under Wine. demo64k.exe renders frames
and progresses through audio timeline. Pre-existing test failures unchanged.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
|
|
|
|
- particles: stagger respawn y by golden-ratio index offset to break
per-row synchronization (100 particles per row fell in lock-step)
- heptagon: fix swapped atan2(x,y)->atan2(y,x) and WGSL % truncation
for negative angles (broke SDF for entire lower half of shape)
handoff(Gemini): heptagon now correct; particles desynchronized
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
|
|
Missing wgpuComputePassEncoderRelease/wgpuRenderPassEncoderRelease
caused per-frame leaks and command buffer corruption in wgpu-native.
handoff(Gemini): particles encoder leak fixed, 2 lines added to render()
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
|
|
|
|
- Extract shared NTSC logic into render/ntsc_common.wgsl snippet
- sample_ntsc_signal() hook decouples input format from processing
- ntsc_rgb.wgsl: RGB input (converts via rgba_to_luma_chroma_phase)
- ntsc_yiq.wgsl: YIQ passthrough for RotatingCube output
- Add NtscYiq WgslEffect thin wrapper; register both in tests
handoff(Claude): NTSC refactor complete; NtscYiq ready for timeline use with RotatingCube.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
|
|
|
|
rotating_cube_effect.cc was bypassing ShaderComposer, causing #include
directives in rotating_cube.wgsl to fail at runtime.
handoff(Claude): ShaderComposer rule documented and enforced in rotating_cube.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
|
|
Add rule to CODING_STYLE.md and apply to ntsc.wgsl.
handoff(Claude): rule added, ntsc.wgsl patched; scratch_lines and color_c64 already compliant.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
|
|
|
|
|
|
|
|
- math/color.wgsl: add rgba_to_yiqa, yiqa_to_rgba, rgba_to_luma_chroma_phase
- math/color_c64.wgsl: new file with C64 palette, Bayer 8x8, Dither()
- ntsc.wgsl: include both, remove local duplicates; Dither() now takes xsize/ysize
handoff(Claude): YIQ/dither helpers now reusable by other effects
|
|
|
|
|
|
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>
|
|
Add SHADER_DEBUG_DEBUG_PRINT to assets.txt and register it as
"debug/debug_print" in InitShaderComposer() so ntsc.wgsl #include works.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
|
|
mini_math mat4 is row-major; WGSL mat4x4f is column-major. Matrices
uploaded without transposing were interpreted as their own transpose on
the GPU, causing RotatingCube and Renderer3D to render upside-down.
- Add gpu_upload_mat4() to post_process_helper for standalone uploads
- Add Uniforms::make() to RotatingCube::Uniforms (handles transpose)
- Add GlobalUniforms::make() and ObjectData::make() to renderer.h
- Update renderer_draw.cc and visual_debug.cc to use make()
handoff(Gemini): matrix layout bug fixed across all rasterized effects.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
|
|
|
|
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
|
|
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.
|
|
|
|
- scripts/validate_shaders.py: compose #includes then validate with naga-cli
(mirrors InitShaderComposer snippet map; skips runtime-substitution shaders)
- src/effects/ntsc.wgsl: remove broken GLSL-syntax vignette() function
(GLSL const/param syntax, f32→vec2f assignment; inline vignette at line 55
already handles darkening)
handoff(Gemini): validator at scripts/validate_shaders.py; install naga with
cargo install naga-cli; 29/29 shaders pass
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
|
|
Paths like ../../src/effects/ntsc.wgsl were stored non-normalized in
the DEPENDS list, preventing Ninja/Make from detecting file changes.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
|
|
WGSL-only WgslEffect implementing barrel/fisheye distortion, RGB chroma
separation, scanlines, per-pixel temporal noise, rolling jitter line,
vignette, and warm NTSC phosphor tint. Applied across all main sequences.
handoff(Gemini): Ntsc effect added; 13 effects total, 35+1 tests expected.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
|
|
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>
|
|
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>
|
|
|
|
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>
|
|
- 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>
|
|
|
|
snippet
- Fix vs_main return type (VertexOutput, not vec4<f32>)
- Fix #include paths in passthrough, gaussian_blur, heptagon, combined_postprocess
- ShaderComposer: assert + suggest correct path on missing #include (non-STRIP_ALL)
- VerifyIncludes: upgrade WARNING to ERROR + assert, add "did you mean?" hint
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
|
|
|
|
|
|
Build camera via mat4::look_at + inverse in scene1_effect.cc, upload as
CameraParams at binding 3. Shader uses getCameraRay() from camera_common.
Enable camera_common snippet registration in shaders.cc.
handoff(Claude): Scene1 camera now driven by CameraParams uniform; fov=TAU/6 (60° vFOV) matches original tan(PI/3) parameterization.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
|
|
- 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>
|
|
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
|
|
Introduces WGPUResource template with automatic release on destruction.
Reduces boilerplate in effect destructors and prevents resource leaks.
- set() for one-time initialization
- replace() for per-frame recreation
- Field ordering documented for dependency management
Converted 3 effects (Heptagon, Flash, Passthrough) and Effect base class.
All tests pass (34/34).
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
|