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path: root/src/gpu/effects/flash_cube_effect.cc
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29 hoursfix: Use initialized_ flag instead of ctx_.device checkskal
ctx_.device exists before init() but Renderer3D not initialized yet. Changed guard from !ctx_.device to !initialized_ flag. Set initialized_ = true after renderer_.init() in both effects. All 36 tests pass. Demo runs without crash. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
29 hoursfix: Complete auxiliary texture initialization fixskal
Root cause: After swapping init/resize order, effects with Renderer3D crashed because resize() called before init() tried to use uninitialized GPU resources. Changes: - Add guards in FlashCubeEffect::resize() and Hybrid3DEffect::resize() to check ctx_.device before calling renderer_.resize() - Remove lazy initialization remnants from CircleMaskEffect and CNNEffect - Register auxiliary textures directly in init() (width_/height_ already set) - Remove ensure_texture() methods and texture_initialized_ flags All 36 tests passing. Demo runs without crashes. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
29 hoursrefactor: Simplify effect render API and fix uniform initializationskal
Root cause: Uniform buffers created but not initialized before bind group creation, causing undefined UV coordinates in circle_mask_compute.wgsl. Changes: - Add get_common_uniforms() helper to Effect base class - Refactor render()/compute() signatures: 5 params → CommonPostProcessUniforms& - Fix uninitialized uniforms in CircleMaskEffect and CNNEffect - Update all 19 effect implementations and headers - Fix WGSL syntax error in FlashEffect (u.audio_intensity → audio_intensity) - Update test files (test_sequence.cc) Benefits: - Cleaner API: construct uniforms once per frame, reuse across effects - More maintainable: CommonPostProcessUniforms changes need no call site updates - Fixes UV coordinate bug in circle_mask_compute.wgsl All 36 tests passing (100%) handoff(Claude): Effect API refactor complete
4 daysstyle: Apply clang-format to all source filesskal
5 daysrefactor: Store const GpuContext& in Effect base classskal
- Changed Effect to store ctx_ reference instead of device_/queue_/format_ - Updated all 19 effect implementations to access ctx_.device/queue/format - Simplified Effect constructor: ctx_(ctx) vs device_(ctx.device), queue_(ctx.queue), format_(ctx.format) - All 28 tests pass, all targets build successfully
5 daysrefactor: Bundle GPU context into GpuContext structskal
- Created GpuContext struct {device, queue, format} - Updated Effect/PostProcessEffect to take const GpuContext& - Updated all 19 effect implementations - Updated MainSequence.init() and LoadTimeline() signatures - Updated generated timeline files - Updated all test files - Added gpu_get_context() accessor and fixture.ctx() helper Fixes test_mesh.cc compilation error from g_device/g_queue/g_format conflicts. All targets build successfully.
6 daysrefactor(build): Split asset_manager.h into dcl/core/utils headersskal
Split monolithic asset_manager.h (61 lines) into 3 focused headers: - asset_manager_dcl.h: Forward declarations (AssetId, ProcGenFunc) - asset_manager.h: Core API (GetAsset, DropAsset, AssetRecord) - asset_manager_utils.h: Typed helpers (TextureAsset, MeshAsset) Updated 17 source files to use appropriate headers: - object.h: Uses dcl.h (only needs AssetId forward declaration) - 7 files using TextureAsset/MeshAsset: Use utils.h - 10 files using only GetAsset(): Keep asset_manager.h Performance improvement: - Before: Touch asset_manager.h → 4.82s (35 files rebuild) - After: Touch asset_manager_utils.h → 2.01s (24 files rebuild) - Improvement: 58% faster for common workflow (tweaking mesh/texture helpers) Note: Touching base headers (dcl/core) still triggers ~33 file rebuilds due to object.h dependency chain. Further optimization would require reducing object.h's footprint (separate task). Files changed: - Created: asset_manager_dcl.h, asset_manager_utils.h - Modified: asset_manager.h (removed structs), asset_manager.cc - Updated: object.h, visual_debug.h, renderer_mesh.cc, flash_cube_effect.cc, hybrid_3d_effect.cc, test files
7 daysfix(gpu): Use GetTextureAsset() for procedural texture loadingskal
Fixed demo64k crash caused by incorrect manual parsing of procedural texture headers in effects code. Problem: - Procedural textures (NOISE_TEX) have 8-byte header (width, height) - Effects checked size == 256*256*4 (262,144 bytes) - Actual size was 262,152 bytes (including header) - Size mismatch caused texture load failure → WebGPU bind group panic Solution: - Use GetTextureAsset() helper that properly parses header - Returns TextureAsset{width, height, pixels} with pixels pointing after header - Updated flash_cube_effect.cc and hybrid_3d_effect.cc Result: - Demo runs without crashes - NOISE_TEX loads correctly (256x256 RGBA8) - No more WebGPU bind group errors
8 daysfeat: Optional sequence end times and comprehensive effect documentationskal
This milestone implements several key enhancements to the sequencing system and developer documentation: ## Optional Sequence End Times (New Feature) - Added support for explicit sequence termination via [time] syntax - Example: SEQUENCE 0 0 [30.0] forcefully ends all effects at 30 seconds - Updated seq_compiler.cc to parse optional [time] parameter with brackets - Added end_time_ field to Sequence class (default -1.0 = no explicit end) - Modified update_active_list() to check sequence end time and deactivate all effects when reached - Fully backward compatible - existing sequences work unchanged ## Comprehensive Effect Documentation (demo.seq) - Documented all effect constructor parameters (standard: device, queue, format) - Added runtime parameter documentation (time, beat, intensity, aspect_ratio) - Created detailed effect catalog with specific behaviors: * Scene effects: HeptagonEffect, ParticlesEffect, Hybrid3DEffect, FlashCubeEffect * Post-process effects: GaussianBlurEffect, SolarizeEffect, ChromaAberrationEffect, ThemeModulationEffect, FadeEffect, FlashEffect - Added examples section showing common usage patterns - Documented exact parameter behaviors (e.g., blur pulsates 0.5x-2.5x, flash triggers at intensity > 0.7, theme cycles every 8 seconds) ## Code Quality & Verification - Audited all hardcoded 1280x720 dimensions throughout codebase - Verified all shaders use uniforms.resolution and uniforms.aspect_ratio - Confirmed Effect::resize() properly updates width_/height_ members - No issues found - dimension handling is fully dynamic and robust ## Files Changed - tools/seq_compiler.cc: Parse [end_time], generate set_end_time() calls - src/gpu/effect.h: Added end_time_, set_end_time(), get_end_time() - src/gpu/effect.cc: Check sequence end time in update_active_list() - assets/demo.seq: Comprehensive syntax and effect documentation - Generated files updated (timeline.cc, assets_data.cc, music_data.cc) This work establishes a more flexible sequencing system and provides developers with clear documentation for authoring demo timelines. handoff(Claude): Optional sequence end times implemented, effect documentation complete, dimension handling verified. Ready for next phase of development.