| Age | Commit message (Collapse) | Author |
|
Eliminate ~100 lines of duplicated code across effect subclasses by moving common resource initialization to the base Effect class. Most effects repeatedly created uniforms buffers, samplers, and dummy textures with identical configurations.
Changes:
- Add shared members to Effect: uniforms_buffer_, sampler_, dummy_texture_*
- Add helpers: init_uniforms_buffer(), create_*_sampler(), create_dummy_scene_texture()
- Add gpu_create_*_sampler() and gpu_create_dummy_scene_texture() to gpu.h
- Move HEADLESS_RETURN_IF_NULL to Effect constructor
- Update 7 effects to use base class helpers (Flash, Heptagon, Passthrough, Placeholder, GaussianBlur, Particles, PeakMeter)
Benefits: Improved consistency, easier maintenance, reduced binary size.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
|
|
Removed redundant and obvious comments from 7 GPU headers:
- post_process_helper.h: binding comments, stale UniformsSequenceParams note
- shader_composer.h: verbose Compose/VerifyIncludes descriptions
- uniform_helper.h: obvious method comments
- effect.h: redundant render/resize comments
- gpu.h: verbose struct/header comments, GPU perf placeholder
- sdf_effect.h: obvious method comments
- sequence.h: duplicate header, obvious API comments
Kept only non-obvious context (binding conventions, headless mode notes).
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
|
|
This commit fixes several issues that caused the Windows cross-compilation build (`scripts/build_win.sh`) to fail.
The root causes were platform-specific API differences in the wgpu-native library and incorrect dependency tracking in the CMake build system for generated code.
Changes:
- **`tools/seq_compiler.py`**: The timeline generator now wraps `depthSlice` assignments in `#if !defined(DEMO_CROSS_COMPILE_WIN32)` directives to handle API differences in `WGPURenderPassColorAttachment`.
- **`src/gpu/gpu.h`**: The `gpu_init_color_attachment` helper is now platform-aware, using a preprocessor guard for the `depthSlice` member.
- **`src/effects/*.cc`**: All effects are updated to use the new platform-aware helper or have explicit guards for `depthSlice`. Also, replaced `WGPUTexelCopyTextureInfo` with the cross-platform alias `GpuTextureCopyInfo` in `rotating_cube_effect.cc`.
- **`cmake`**: Added `tools/seq_compiler.py` as an explicit dependency to the `generate_timeline` and `generate_test_demo_timeline` custom commands. This ensures that changes to the generator script correctly trigger a rebuild of the generated C++ files.
- **`scripts/build_win.sh`**: Removed the erroneous attempt to build the `seq_compiler.py` script as a native executable.
With these changes, the Windows cross-compilation build now completes successfully.
|
|
Move platform-specific type definitions to gpu.h and establish coding rule
that platform ifdefs must be confined to gpu/platform layers.
- gpu.h: add GpuTextureCopyInfo, GpuTextureDataLayout type aliases
- effect.cc: use GpuTextureCopyInfo instead of platform ifdefs
- texture_manager.cc: use type aliases and label_view() helper
- CODING_STYLE.md: add platform-specific code section with rule
Tests: 34/34 passing
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
|
|
WGPU_DEPTH_SLICE_UNDEFINED is defined unconditionally via platform.h
(native headers or Win32 macro). Remove redundant conditional compilation
from 7 effects and gpu.h helper.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
|
|
Phase 4 complete: V1 system removed, v2 fully operational.
Architecture Changes:
- Explicit Node system with typed buffers (u8x4_norm, f32x4, depth24)
- DAG effect routing with multi-input/multi-output support
- Python compiler (seq_compiler_v2.py) with topological sort and ping-pong optimization
- Compile-time node aliasing for framebuffer reuse
V1 Removal (~4KB):
- Deleted effect.h/cc base classes (1.4KB)
- Deleted 19 v1 effect pairs: heptagon, particles, passthrough, gaussian_blur,
solarize, scene1, chroma_aberration, vignette, hybrid_3d, flash_cube,
theme_modulation, fade, flash, circle_mask, rotating_cube, sdf_test,
distort, moving_ellipse, particle_spray (2.7KB)
V2 Effects Ported:
- PassthroughEffectV2, PlaceholderEffectV2
- GaussianBlurEffectV2 (multi-pass with temp nodes)
- HeptagonEffectV2 (scene effect with dummy texture)
- ParticlesEffectV2 (compute + render, format fixed)
- RotatingCubeEffectV2 (3D with depth node)
- Hybrid3DEffectV2 (Renderer3D integration, dummy textures for noise/sky)
Compiler Features:
- DAG validation (cycle detection, connectivity checks)
- Topological sort for execution order
- Ping-pong optimization (aliased node detection)
- Surface-based and encoder-based RenderV2Timeline generation
- init_effect_nodes() automatic generation
Fixes Applied:
- WebGPU binding layout validation (standard v2 post-process layout)
- Surface format mismatch (ctx.format for blit, RGBA8Unorm for framebuffers)
- Depth attachment compatibility (removed forced depth from gpu_create_render_pass)
- Renderer3D texture initialization (created dummy 1x1 white textures)
- ParticlesEffectV2 format (changed from ctx.format to RGBA8Unorm)
- Encoder-based RenderV2Timeline (added missing preprocess() call)
Testing:
- 34/36 tests passing (2 v1-dependent tests disabled)
- demo64k runs successfully (no crashes)
- All seek positions work (--seek 12, --seek 15 validated)
Documentation:
- Updated PROJECT_CONTEXT.md (v2 status, reference to SEQUENCE_v2.md)
- Added completion entry to COMPLETED.md
TODO (Future):
- Port CNN effects to v2
- Implement flatten mode (--flatten code generation)
- Port remaining 10+ effects
- Update HTML timeline editor for v2 (deferred)
handoff(Claude): Sequence v2 migration complete, v1 removed, system operational.
Phase 5 (editor) deferred per user preference.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
|
|
|
|
Adds new helper for common post-process texture pattern (RenderAttachment
| TextureBinding | CopySrc usage). Refactors test_post_process_helper.cc
to use gpu_create_buffer() and gpu_create_post_process_texture(),
eliminating 91 lines of boilerplate.
- New: gpu_create_post_process_texture() in gpu.{h,cc}
- Refactor: test_post_process_helper.cc uses helpers instead of raw WGPU
- Doc: Updated WGPU_HELPERS.md with usage examples
- Verified: All tests passing (test_post_process_helper, test_demo_effects)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
|
|
Reduces WGPUTextureViewDescriptor boilerplate from 5-7 lines to 1-2.
Helper supports optional mip_levels parameter (defaults to 1).
Updated 17 call sites across gpu/, tests/, and tools/.
Net: -82 lines. All tests passing (34/34).
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
|
|
Add texture creation helpers (gpu_create_texture_2d, gpu_create_storage_texture_2d,
gpu_create_mip_view) and extend BindGroupLayoutBuilder with uint_texture and
storage_texture methods.
Refactored files:
- cnn_v2_effect.cc: Use texture helpers (~70% code reduction in create_textures)
- rotating_cube_effect.cc: Use BindGroupLayoutBuilder and texture helpers
- circle_mask_effect.cc: Use BindGroupBuilder
Benefits:
- Improved code readability
- Reduced boilerplate for texture/bind group creation
- Consistent patterns across effects
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
|
|
BREAKING CHANGE: Timeline format now uses beats as default unit
## Core Changes
**Uniform Structure (32 bytes maintained):**
- Added `beat_time` (absolute beats for musical animation)
- Added `beat_phase` (fractional 0-1 for smooth oscillation)
- Renamed `beat` → `beat_phase`
- Kept `time` (physical seconds, tempo-independent)
**Seq Compiler:**
- Default: all numbers are beats (e.g., `5`, `16.5`)
- Explicit seconds: `2.5s` suffix
- Explicit beats: `5b` suffix (optional clarity)
**Runtime:**
- Effects receive both physical time and beat time
- Variable tempo affects audio only (visual uses physical time)
- Beat calculation from audio time: `beat_time = audio_time * BPM / 60`
## Migration
- Existing timelines: converted with explicit 's' suffix
- New content: use beat notation (musical alignment)
- Backward compatible via explicit notation
## Benefits
- Musical alignment: sequences sync to bars/beats
- BPM independence: timing preserved on BPM changes
- Shader capabilities: animate to musical time
- Clean separation: tempo scaling vs. visual rendering
## Testing
- Build: ✅ Complete
- Tests: ✅ 34/36 passing (94%)
- Demo: ✅ Ready
handoff(Claude): Beat-based timing system implemented. Variable tempo
only affects audio sample triggering. Visual effects use physical_time
(constant) and beat_time (musical). Shaders can now animate to beats.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
|
|
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>
|
|
Changes simulate_until() and beat calculation to use g_tracker_score.bpm
instead of hardcoded 120.0f or 128.0f values. This ensures consistency
across the codebase and allows BPM to be controlled from the tracker
score data.
Changes:
- MainSequence::simulate_until() now takes bpm parameter (default 120.0f)
- gpu_simulate_until() passes g_tracker_score.bpm to MainSequence
- main.cc --seek uses tracker BPM for simulation
- test_demo.cc beat calculation uses tracker BPM
- Added #include "audio/tracker.h" where needed
Impact: No functional change (default BPM remains 120.0f), but removes
hardcoded magic numbers and centralizes BPM control.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
|
|
|
|
- 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.
|
|
Problem: test_demo was "flashing a lot" - visual effects triggered ~400ms
before audio was heard, causing poor synchronization.
Root Causes:
1. Beat calculation used physical time (platform_state.time), but audio
peak measured at playback time (400ms behind due to ring buffer)
2. Peak decay too slow (0.7 per callback = 800ms fade) relative to beat
interval (500ms at 120 BPM)
Solution:
1. Use audio_get_playback_time() for beat calculation
- Automatically accounts for ring buffer latency
- No hardcoded constants (was considering hardcoding 400ms offset)
- System queries its own state
2. Faster decay rate (0.5 vs 0.7) to match beat interval
3. Added inline PeakMeterEffect for visual debugging
Changes:
- src/test_demo.cc:
- Added inline PeakMeterEffect class (red bar visualization)
- Use audio_get_playback_time() instead of physical time for beat calc
- Updated logging to show audio time
- src/audio/backend/miniaudio_backend.cc:
- Changed decay rate from 0.7 to 0.5 (500ms fade time)
- src/gpu/gpu.{h,cc}:
- Added gpu_add_custom_effect() API for runtime effect injection
- Exposed g_device, g_queue, g_format as non-static globals
- doc/PEAK_METER_DEBUG.md:
- Initial analysis of timing issues
- doc/AUDIO_TIMING_ARCHITECTURE.md:
- Comprehensive architecture documentation
- Time source hierarchy (physical → audio playback → music)
- Future work: TimeProvider class, tracker_get_bpm() API
Architectural Principle:
Single source of truth - platform_get_time() is the only physical clock.
Everything else derives from it. No hardcoded latency constants.
Result: Visual effects now sync perfectly with heard audio.
|
|
Reorganized platform windowing code into dedicated subdirectory for
better organization and consistency with other subsystems (audio/, gpu/, 3d/).
Changes:
- Created src/platform/ directory
- Moved src/platform.{h,cc} → src/platform/platform.{h,cc}
- Updated 11 include paths: "platform.h" → "platform/platform.h"
- src/main.cc, src/test_demo.cc
- src/gpu/gpu.{h,cc}
- src/platform/platform.cc (self-include)
- 6 test files
- Updated CMakeLists.txt PLATFORM_SOURCES variable
Verification:
✓ All targets build successfully (demo64k, test_demo, test_platform)
✓ test_platform passes (70% coverage maintained)
✓ demo64k smoke test passed
This completes the platform code reorganization side quest.
No functional changes, purely organizational.
|
|
- Consolidated all WebGPU shims and platform-specific logic into src/platform.h.
- Refactored platform_init to return PlatformState by value and platform_poll to automatically refresh time and aspect_ratio.
- Removed STL dependencies (std::map, std::vector, std::string) from AssetManager and Procedural subsystems.
- Fixed Windows cross-compilation by adjusting include paths and linker flags in CMakeLists.txt and updating build_win.sh.
- Removed redundant direct inclusions of GLFW/glfw3.h and WebGPU headers across the project.
- Applied clang-format and updated documentation.
handoff(Gemini): Completed Task #20 and 20.1. Platform abstraction is now unified, and core paths are STL-free. Windows build is stable.
|
|
|
|
|
|
- Switched floor from rasterized CUBE to SDF PLANE for consistent shadow mapping.
- Implemented skip_idx in map_scene to properly prevent self-shadowing.
- Standardized soft shadow logic with improved bias and step size.
- Increased object elevation and adjusted light direction for more visible shadows.
- Enabled debug boxes in test_3d_render.
|
|
- Implemented dynamic resolution support in all shaders and effects.
- Added explicit viewport setting for all render passes to ensure correct scaling.
- Fixed 3D shadow mapping by adding PLANE support and standardizing soft shadow logic.
- Propagated resize events through the Effect hierarchy.
- Applied project-wide code formatting.
|
|
- Added preprocessor definitions for 'WGPUOptionalBool_True' and 'WGPUOptionalBool_False' to ensure successful cross-compilation against the older wgpu-native headers used for the Windows build.
- This resolves the build failures in the Windows CI/check script.
|
|
- Replaced all global static variables in the platform layer with a single PlatformState struct.
- Updated all platform function signatures to accept a pointer to this struct, making the implementation stateless and more modular.
- Refactored main.cc, tests, and tools to instantiate and pass the PlatformState struct.
- This improves code organization and removes scattered global state.
|
|
- Replaced white noise with smooth value-like noise.
- Implemented periodic texture generation (seam blending).
- Integrated bump mapping into Renderer3D using finite difference of displaced SDF.
- Updated test_3d_render with noise texture and multiple SDF shapes (Box, Sphere, Torus).
|
|
- Extended mini_math.h with mat4 multiplication and affine transforms.
- Implemented TextureManager for runtime procedural texture generation and GPU upload.
- Added 3D system components: Camera, Object, Scene, and Renderer3D.
- Created test_3d_render mini-demo for interactive 3D verification.
- Fixed WebGPU validation errors regarding depthSlice and unimplemented WaitAny.
|
|
|
|
- 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.
|
|
- Enabled AllowShortFunctionsOnASingleLine: All
- Enabled AllowShortBlocksOnASingleLine: Always
- Enabled AllowShortIfStatementsOnASingleLine: Always
- Enabled AllowShortLoopsOnASingleLine: true
- Set MaxEmptyLinesToKeep: 1
- Applied formatting to all source files.
|
|
- 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.
|
|
Corrects CMakeLists.txt to properly link test_sequence against GLFW and WGPU_LIBRARY. Ensures correct include paths for wgpu headers. Updates demo_effects.cc stub implementations. Finalizes test suite for sequence/effect system.
|
|
|
|
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).
|
|
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.
|
|
Ensures that code related to the --seek command line option (simulation loops, silent audio rendering) is completely compiled out when the DEMO_STRIP_ALL build option is enabled, preserving the 64k size constraint.
|
|
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.
|
|
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.
|
|
|
|
system
|
|
Implements a more dynamic and reactive visual system.
- Updated synth.cc: Faster peak decay for better response.
- Updated gpu.cc: Added time-based rotation and Hue shifting; implemented reactive clear-color flashes.
- Updated main.cc: Corrected peak scaling (8x multiplier) and integrated time-based animation.
|
|
This commit applies a new project-wide rule that every source file must begin with a concise 3-line comment header describing its purpose.
- Updated CONTRIBUTING.md with the new rule.
- Applied headers to all .cc and .h files in src/ and tools/.
- Fixed various minor compilation errors and missing includes discovered during the header update process.
|
|
Implements aspect ratio correction to prevent the pulsating heptagon from being distorted when the window is resized.
- The main loop now queries the framebuffer size and calculates the aspect ratio each frame.
- This aspect ratio is passed to the GPU via an updated uniform buffer.
- The vertex shader in shader.wgsl now uses the aspect ratio to correctly scale the X coordinates of the vertices, ensuring the shape remains proportional.
|
|
This commit fulfills tasks 1 and 2, and adds a synchronized visual effect.
- **Fullscreen Mode**: Added '--fullscreen' command-line argument and dynamic toggling via 'F' key.
- **Keyboard Controls**: Implemented 'Esc' to exit and 'F' to toggle fullscreen in 'src/platform.cc'.
- **Synchronized Visuals**: Added a pulsating heptagon effect in 'src/gpu/gpu.cc' and 'src/gpu/shader.wgsl' that scales and changes color based on the real-time audio peak from the synth.
- **Refactor**: Abstracted platform-specific WebGPU surface creation into 'src/platform.cc' to keep 'src/gpu/gpu.cc' cross-platform.
- **Build System**: Corrected 'CMakeLists.txt' to properly link 'wgpu-native' and platform frameworks, and updated 'project_init.sh' to build the submodule.
- **Documentation**: Updated 'HOWTO.md' and 'PROJECT_CONTEXT.md' with new features and decisions.
|
|
This commit introduces new tools for spectrogram manipulation and visualization, establishes a consistent coding style, and updates project documentation.
Key changes include:
- **Spectrogram Tools:
- : A command-line utility for analyzing WAV/MP3 files into custom spectrogram format and playing back these spectrograms via the synth engine.
- : A command-line tool for visualizing spectrogram files as ASCII art in the console.
- **Coding Style Enforcement:
- Added a configuration file enforcing LLVM-based style with 2-space indentation, no tabs, and an 80-column line limit.
- Renamed all C++ source files from to for project consistency.
- Applied automatic formatting using
exit across the entire codebase.
- **Documentation & Workflow:
- Created to define a commit policy requiring tests to pass before committing.
- Updated with instructions for building and using and , and referenced .
- Updated and to reflect the new tools, audio architecture decisions (real-time additive synthesis, double-buffering for dynamic updates, WAV/MP3 support), coding style, and development workflow.
- **Build System:
- Modified to:
- Include new targets for and under the option.
- Update source file extensions to .
- Add a new end-to-end test for to the suite.
|
|
|