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- Corrected signature in for macOS native builds to match the 5-parameter definition.
- Conditionally compiled assignments in for native builds and removed the definition for Windows from , resolving 'no member named ' errors in Windows cross-compilation.
- Verified all macOS native build configurations (Debug, Size-Optimized, Final/Strip, Developer/All Options, Tests Only, Tools Only) and the Windows cross-compilation build are now compiling successfully.
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- Enabled AllowShortFunctionsOnASingleLine: All
- Enabled AllowShortBlocksOnASingleLine: Always
- Enabled AllowShortIfStatementsOnASingleLine: Always
- Enabled AllowShortLoopsOnASingleLine: true
- Set MaxEmptyLinesToKeep: 1
- Applied formatting to all source files.
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- Fixed 'Invalid sample count 0' and 'Invalid anisotropic clamp: 0' by ensuring explicit pipeline and sampler states.
- Resolved WGSL parsing errors by replacing swizzle assignments in compute shaders.
- Fixed 'Texture destroyed' error in render_frame by reordering command submission and resource presentation/release.
- Added WGPU_DEPTH_SLICE_UNDEFINED for Windows compatibility and ensured consistent resolveTarget initialization.
- Cleaned up PassthroughEffect bind group layout mismatch and redundant string helper definitions.
- Verified all tests pass and applied consistent formatting.
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Adds missing source files and libraries for test_sequence target in CMakeLists.txt. Corrects include paths and ensures proper linking against WebGPU and GLFW libraries. All test suites now compile and pass.
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Fixes seq_compiler build for Windows cross-compilation. Moves common WebGPU compatibility shims to gpu.h. Applies project-wide coding style via clang-format. Verified on both macOS (native) and Windows (cross-compile).
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Implements a post-processing pipeline using offscreen framebuffers. Adds stubs for MovingEllipse, ParticleSpray, GaussianBlur, Solarize, Distort, and ChromaAberration effects. Updates MainSequence to orchestrate the scene pass and post-processing chain.
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This feature allows developers to jump to a specific time in the demo sequence (e.g., './demo64k --seek 10.5'). It simulates the game logic, audio state (rendering silent buffers), and visual physics (compute shaders) from t=0 up to the target time before starting real-time playback. Audio initialization is refactored to separate device init and start.
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Refactors the rendering pipeline into a modular Sequence/Effect system. 'MainSequence' manages the final frame rendering and a list of 'Sequence' layers. 'Sequence' manages a timeline of 'Effect' objects (start/end/priority). Concrete effects (Heptagon, Particles) are moved to 'demo_effects.cc'. Updates main loop to pass beat and aspect ratio.
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