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path: root/src/gpu/effects/post_process_helper.cc
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19 hoursrefactor: Deduplicate CommonUniforms with #include in WGSL shadersskal
Replace redundant CommonUniforms struct definitions across 13 shaders with #include "common_uniforms" directive. Integrate ShaderComposer preprocessing into all shader creation pipelines. Changes: - Replace 9-line CommonUniforms definitions with single #include line - Add ShaderComposer.Compose() to create_post_process_pipeline() - Add ShaderComposer.Compose() to gpu_create_render_pass() - Add ShaderComposer.Compose() to gpu_create_compute_pass() - Add InitShaderComposer() calls to test_effect_base and test_demo_effects - Update test_shader_compilation to compose shaders before validation Net reduction: 83 lines of duplicate code eliminated All 35 tests passing (100%) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
23 hourschore: Apply clang-format to C++ source filesskal
This commit applies clang-format to the project's C++ source files (.h and .cc) according to the project's contributing guidelines. This includes minor adjustments to whitespace, line endings, and header includes for consistency.
23 hoursfix: Increase dummy uniform buffer to 32 bytes for alignmentskal
Related to Task #74. The dummy buffer used when effect_params is null must be 32 bytes to match CommonPostProcessUniforms size, not 16 bytes. Prevents potential validation errors when binding group expects 32-byte uniform buffer at binding 3.
24 hoursfix: Resolve WebGPU uniform buffer alignment issues (Task #74)skal
Fixed critical validation errors caused by WGSL vec3<f32> alignment mismatches. Root cause: - WGSL vec3<f32> has 16-byte alignment (not 12 bytes) - Using vec3 for padding created unpredictable struct layouts - C++ struct size != WGSL struct size → validation errors Solution: - Changed circle_mask_compute.wgsl EffectParams padding - Replaced _pad: vec3<f32> with three separate f32 fields - Now both C++ and WGSL calculate 16 bytes consistently Results: - demo64k: 0 WebGPU validation errors - Test suite: 32/33 passing (97%) - All shader compilation tests passing Files modified: - assets/final/shaders/circle_mask_compute.wgsl - TODO.md (updated task status) - PROJECT_CONTEXT.md (updated test results) - HANDOFF_2026-02-09_UniformAlignment.md (technical writeup) Note: DemoEffectsTest failure is unrelated (wgpu_native library bug) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
3 daysfeat(gpu): Systematize post-process bindings and enable vertex shader uniformsskal
- Add PP_BINDING_* macros for standard post-process bind group layout - PP_BINDING_SAMPLER (0): Input texture sampler - PP_BINDING_TEXTURE (1): Input texture from previous pass - PP_BINDING_UNIFORMS (2): Custom uniforms buffer - Change uniforms visibility from Fragment-only to Vertex|Fragment - Enables dynamic geometry in vertex shaders (e.g., peak meter bar) - Replace all hardcoded binding numbers with macros in post_process_helper.cc - Update test_demo.cc to use systematic bindings - Benefits: All post-process effects can now access uniforms in vertex shaders Result: More flexible post-process effects, better code maintainability
9 daysChore: Apply clang-format to the codebaseskal
9 daysRefactor: Split demo effects and shaders into individual filesskal
Split src/gpu/demo_effects.cc into individual .cc files for each effect and created separate files for post-processing helpers and WGSL shaders. Updated src/gpu/demo_effects.h to be a central header for all effect-related declarations and adjusted CMakeLists.txt accordingly.