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path: root/src/gpu
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13 hoursfeat: Add headless mode for testing without GPUskal
14 hoursfeat: Implement Task #76 external library size measurementskal
17 hoursfix: Add ShaderComposer to CircleMaskEffect pipelinesskal
17 hoursrefactor: Deduplicate CommonUniforms with #include in WGSL shadersskal
18 hoursrefactor: Generic sampler system for compositesskal
18 hoursfeat: GPU procedural Phase 4 - texture compositionskal
18 hoursrefactor: Unify TextureManager compute pipeline managementskal
18 hoursfeat(gpu): Phase 2 - Add gen_perlin and gen_grid GPU compute shadersskal
18 hoursfeat(gpu): Add GPU procedural texture generation systemskal
20 hourscleanup: remove unused include from uniform_helper.hskal
21 hoursRefactor Effect class to centralize common uniforms managementskal
21 hoursfeat: WGSL Uniform Buffer Validation & Consolidation (Task #75)skal
21 hourschore: Apply clang-format to C++ source filesskal
21 hoursfix: Resolve DemoEffectsTest SEGFAULT and update GEMINI.mdskal
21 hoursfix: Increase dummy uniform buffer to 32 bytes for alignmentskal
22 hoursfix: Resolve WebGPU uniform buffer alignment issues (Task #74)skal
22 hoursfix: Resolve WebGPU uniform buffer alignment issues (Task #74)skal
34 hoursfeat: Fix CircleMaskEffect and RotatingCubeEffect auxiliary texture maskingskal
34 hoursfeat: Add CircleMaskEffect and RotatingCubeEffect with auxiliary texture maskingskal
35 hoursfeat(gpu): Add auxiliary texture masking systemskal
36 hoursfix tree, remove Distort effectskal
37 hoursfeat(gpu): Add VignetteEffect and related filesskal
37 hoursfeat(gpu): Add VignetteEffectskal
37 hoursrefactor: Use tracker BPM instead of hardcoded valuesskal
37 hoursfeat(gpu): Add WGSL noise and hash function library (Task #59)skal
38 hoursfeat(gpu): Add parameter-driven GaussianBlurEffectskal
39 hoursfeat(gpu): Add parameter-driven ChromaAberrationEffectskal
39 hoursfeat(shaders): Add Möller-Trumbore ray-triangle intersectionskal
40 hoursfix(gpu): Correct FlashUniforms struct alignment for WGSLskal
40 hoursfeat(gpu): Implement shader parametrization systemskal
40 hoursrefactor(shaders): Apply common utilities to renderer shadersskal
47 hoursRevert "feat(platform): Centralize platform-specific WebGPU code and improve ...skal
48 hoursfeat(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
4 daysfix(gpu): Resolve typeid warning by using .get() on shared_ptrskal
4 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