index
:
demo.git
main
Vide-coded 64k demo system
summary
refs
log
tree
commit
diff
log msg
author
committer
range
path:
root
/
src
/
gpu
Age
Commit message (
Expand
)
Author
10 hours
refactor(effects): Factor shared initialization into Effect base class
skal
12 hours
docs(gpu): Purge comment bloat from GPU headers
skal
12 hours
refactor(gpu): Remove stale v2 references from demo_effects
skal
12 hours
fix(build): Resolve Windows cross-compilation failures
skal
14 hours
feat: Rename GPU stub and headless files and update references
skal
14 hours
style: replace C++ casts with C-style casts
skal
14 hours
refactor: centralize platform-specific code in gpu.h
skal
14 hours
feat: add time-based effect activation with auto-passthrough
skal
15 hours
style: Apply clang-format
skal
15 hours
refactor: move shaders.{h,cc} to src/effects and remove v2 suffix
skal
23 hours
fix: port Hybrid3D effect to sequence v2 architecture
skal
30 hours
feat: Add PeakMeterEffect v2 for test_demo audio visualization
skal
30 hours
fix: calculate beat_phase for FlashEffect and refactor uniforms
skal
31 hours
fix: load rotating_cube_v2 shader from asset instead of empty string
skal
31 hours
refactor(gpu): remove depthSlice conditionals, use platform.h abstraction
skal
31 hours
feat: Add FlashEffect for audio/visual sync testing
skal
32 hours
refactor(headless): convert nullptr checks to strippable macros
skal
32 hours
fix(headless): add nullptr checks for GPU resource creation
skal
32 hours
fix(headless): add missing Effect include and gpu_get_surface stub
skal
32 hours
fix(build): add missing headers and enum casts for strict compilation
skal
32 hours
fix(shaders): correct sequence uniforms snippet registration name
skal
33 hours
refactor: remove v2 versioning artifacts, establish Sequence as canonical system
skal
34 hours
fix(tests): resolve all v2 test failures, 35/35 passing
skal
34 hours
refactor: invert FATAL_CHECK logic to standard assertion style
skal
35 hours
feat(sequence): complete v2 migration with DAG-based routing
skal
37 hours
feat(sequence): port rotating_cube_effect to v2
skal
37 hours
feat(sequence): port particles_effect to v2
skal
37 hours
feat(sequence): add inline post-process functions for v2
skal
38 hours
feat(sequence): complete phase 3 - v2 shader integration and effect ports
skal
38 hours
feat(sequence): Clean up compiler and add test accessor
skal
39 hours
feat(sequence): Phase 1 - Sequence v2 foundation
skal
2 days
refactor(cnn): rename cnn_effect to cnn_v1_effect for clarity
skal
2 days
refactor(cnn): isolate CNN v2 to cnn_v2/ subdirectory
skal
2 days
clang-format
skal
3 days
feat(gpu): add shader labels for better error identification
skal
3 days
feat(gpu): add SDF camera infrastructure and effect base class
skal
3 days
some tweaking
skal
3 days
refactor(wgsl): consolidate SDF shapes into single common file
skal
3 days
style: Apply clang-format to codebase
skal
3 days
refactor(wgsl): modularize common shader functions
skal
3 days
refactor(gpu): Relocate effects to src/effects and streamline includes
skal
3 days
Refactor: add gpu_create_post_process_texture helper
skal
3 days
Refactor: add gpu_create_texture_view_2d helper
skal
3 days
Refactor: factorize common WGPU patterns into helper functions
skal
4 days
CNN v2: bilinear mip-level sampling and UI improvements
skal
4 days
CNN v2: Fix weight buffer offset bug
skal
4 days
CNN v2: Alpha channel depth handling and layer visualization
skal
4 days
CNN v2: Fix WebGPU validation error in uniform buffer alignment
skal
4 days
CNN v2: Add TODO for flexible feature layout in binary format v3
skal
4 days
CNN v2: Add mip-level support to runtime effect
skal
[next]