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Vide-coded 64k demo system
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23 hours
refactor: Generic sampler system for composites
skal
23 hours
feat: GPU procedural Phase 4 - texture composition
skal
23 hours
refactor: Unify TextureManager compute pipeline management
skal
23 hours
feat(gpu): Phase 2 - Add gen_perlin and gen_grid GPU compute shaders
skal
24 hours
feat(gpu): Add GPU procedural texture generation system
skal
26 hours
cleanup: remove unused include from uniform_helper.h
skal
26 hours
Refactor Effect class to centralize common uniforms management
skal
26 hours
feat: WGSL Uniform Buffer Validation & Consolidation (Task #75)
skal
27 hours
chore: Apply clang-format to C++ source files
skal
27 hours
fix: Resolve DemoEffectsTest SEGFAULT and update GEMINI.md
skal
27 hours
fix: Increase dummy uniform buffer to 32 bytes for alignment
skal
27 hours
fix: Resolve WebGPU uniform buffer alignment issues (Task #74)
skal
28 hours
fix: Resolve WebGPU uniform buffer alignment issues (Task #74)
skal
39 hours
feat: Fix CircleMaskEffect and RotatingCubeEffect auxiliary texture masking
skal
39 hours
feat: Add CircleMaskEffect and RotatingCubeEffect with auxiliary texture masking
skal
40 hours
feat(gpu): Add auxiliary texture masking system
skal
41 hours
fix tree, remove Distort effect
skal
42 hours
feat(gpu): Add VignetteEffect and related files
skal
42 hours
feat(gpu): Add VignetteEffect
skal
42 hours
refactor: Use tracker BPM instead of hardcoded values
skal
42 hours
feat(gpu): Add WGSL noise and hash function library (Task #59)
skal
44 hours
feat(gpu): Add parameter-driven GaussianBlurEffect
skal
44 hours
feat(gpu): Add parameter-driven ChromaAberrationEffect
skal
44 hours
feat(shaders): Add Möller-Trumbore ray-triangle intersection
skal
45 hours
fix(gpu): Correct FlashUniforms struct alignment for WGSL
skal
45 hours
feat(gpu): Implement shader parametrization system
skal
46 hours
refactor(shaders): Apply common utilities to renderer shaders
skal
2 days
Revert "feat(platform): Centralize platform-specific WebGPU code and improve ...
skal
2 days
feat(platform): Centralize platform-specific WebGPU code and improve shader c...
skal
2 days
style: Apply clang-format to all source files
skal
3 days
add debugging code to flash_effect
skal
3 days
feat(gpu): Systematize post-process bindings and enable vertex shader uniforms
skal
3 days
refactor: Store const GpuContext& in Effect base class
skal
3 days
refactor: Bundle GPU context into GpuContext struct
skal
3 days
fix(audio): Synchronize audio-visual timing with playback time
skal
3 days
refactor: Move platform files to src/platform/ subdirectory
skal
4 days
feat(particles): Implement transparent circular particles with alpha blending...
skal
4 days
refactor(build): Split asset_manager.h into dcl/core/utils headers
skal
4 days
feat(3d): Implement basic OBJ mesh asset pipeline
skal
4 days
refactor(gpu): Implement compile-time BVH toggle via shader composition
skal
5 days
fix(gpu): Resolve typeid warning by using .get() on shared_ptr
skal
5 days
feat(audio): Complete Task #56 - Audio Lifecycle Refactor (All Phases)
skal
5 days
fix(gpu): Use GetTextureAsset() for procedural texture loading
skal
6 days
feat: Optional sequence end times and comprehensive effect documentation
skal
6 days
feat(gpu): Implement recursive WGSL composition and modularize shaders (Task ...
skal
7 days
feat: side-quest - Perlin noise sky and ProcGenFunc error handling
skal
7 days
refactor: Task #20 - Platform & Code Hygiene
skal
7 days
test(shader): Add ShaderComposer and WGSL asset validation tests (Task #26)
skal
7 days
fix: Resolve shader initialization crashes and build errors
skal
7 days
refactor: Shader Asset Integration (Task #24)
skal
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