| Age | Commit message (Collapse) | Author |
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Moved WGPUDevice, WGPUQueue, and GpuBuffer uniforms_ into the base Effect
and PostProcessEffect classes. Updated all derived effect classes to use
these inherited members and refactored their constructors. Also fixed
associated compilation errors in test files and adjusted a printf statement.
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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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