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path: root/src/gpu
AgeCommit message (Expand)Author
19 hoursrefactor: Generic sampler system for compositesskal
19 hoursfeat: GPU procedural Phase 4 - texture compositionskal
20 hoursrefactor: Unify TextureManager compute pipeline managementskal
20 hoursfeat(gpu): Phase 2 - Add gen_perlin and gen_grid GPU compute shadersskal
20 hoursfeat(gpu): Add GPU procedural texture generation systemskal
22 hourscleanup: remove unused include from uniform_helper.hskal
22 hoursRefactor Effect class to centralize common uniforms managementskal
23 hoursfeat: WGSL Uniform Buffer Validation & Consolidation (Task #75)skal
23 hourschore: Apply clang-format to C++ source filesskal
23 hoursfix: Resolve DemoEffectsTest SEGFAULT and update GEMINI.mdskal
23 hoursfix: Increase dummy uniform buffer to 32 bytes for alignmentskal
23 hoursfix: Resolve WebGPU uniform buffer alignment issues (Task #74)skal
24 hoursfix: Resolve WebGPU uniform buffer alignment issues (Task #74)skal
36 hoursfeat: Fix CircleMaskEffect and RotatingCubeEffect auxiliary texture maskingskal
36 hoursfeat: Add CircleMaskEffect and RotatingCubeEffect with auxiliary texture maskingskal
37 hoursfeat(gpu): Add auxiliary texture masking systemskal
37 hoursfix tree, remove Distort effectskal
38 hoursfeat(gpu): Add VignetteEffect and related filesskal
38 hoursfeat(gpu): Add VignetteEffectskal
39 hoursrefactor: Use tracker BPM instead of hardcoded valuesskal
39 hoursfeat(gpu): Add WGSL noise and hash function library (Task #59)skal
40 hoursfeat(gpu): Add parameter-driven GaussianBlurEffectskal
40 hoursfeat(gpu): Add parameter-driven ChromaAberrationEffectskal
41 hoursfeat(shaders): Add Möller-Trumbore ray-triangle intersectionskal
41 hoursfix(gpu): Correct FlashUniforms struct alignment for WGSLskal
41 hoursfeat(gpu): Implement shader parametrization systemskal
42 hoursrefactor(shaders): Apply common utilities to renderer shadersskal
2 daysRevert "feat(platform): Centralize platform-specific WebGPU code and improve ...skal
2 daysfeat(platform): Centralize platform-specific WebGPU code and improve shader c...skal
2 daysstyle: Apply clang-format to all source filesskal
3 daysadd debugging code to flash_effectskal
3 daysfeat(gpu): Systematize post-process bindings and enable vertex shader uniformsskal
3 daysrefactor: Store const GpuContext& in Effect base classskal
3 daysrefactor: Bundle GPU context into GpuContext structskal
3 daysfix(audio): Synchronize audio-visual timing with playback timeskal
3 daysrefactor: Move platform files to src/platform/ subdirectoryskal
4 daysfeat(particles): Implement transparent circular particles with alpha blending...skal
4 daysrefactor(build): Split asset_manager.h into dcl/core/utils headersskal
4 daysfeat(3d): Implement basic OBJ mesh asset pipelineskal
4 daysrefactor(gpu): Implement compile-time BVH toggle via shader compositionskal
5 daysfix(gpu): Resolve typeid warning by using .get() on shared_ptrskal
5 daysfeat(audio): Complete Task #56 - Audio Lifecycle Refactor (All Phases)skal
5 daysfix(gpu): Use GetTextureAsset() for procedural texture loadingskal
5 daysfeat: Optional sequence end times and comprehensive effect documentationskal
6 daysfeat(gpu): Implement recursive WGSL composition and modularize shaders (Task ...skal
7 daysfeat: side-quest - Perlin noise sky and ProcGenFunc error handlingskal
7 daysrefactor: Task #20 - Platform & Code Hygieneskal
7 daystest(shader): Add ShaderComposer and WGSL asset validation tests (Task #26)skal
7 daysfix: Resolve shader initialization crashes and build errorsskal
7 daysrefactor: Shader Asset Integration (Task #24)skal