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path: root/src/gpu
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15 hoursfeat: WGSL Uniform Buffer Validation & Consolidation (Task #75)skal
16 hourschore: Apply clang-format to C++ source filesskal
16 hoursfix: Resolve DemoEffectsTest SEGFAULT and update GEMINI.mdskal
16 hoursfix: Increase dummy uniform buffer to 32 bytes for alignmentskal
16 hoursfix: Resolve WebGPU uniform buffer alignment issues (Task #74)skal
17 hoursfix: Resolve WebGPU uniform buffer alignment issues (Task #74)skal
28 hoursfeat: Fix CircleMaskEffect and RotatingCubeEffect auxiliary texture maskingskal
29 hoursfeat: Add CircleMaskEffect and RotatingCubeEffect with auxiliary texture maskingskal
29 hoursfeat(gpu): Add auxiliary texture masking systemskal
30 hoursfix tree, remove Distort effectskal
31 hoursfeat(gpu): Add VignetteEffect and related filesskal
31 hoursfeat(gpu): Add VignetteEffectskal
32 hoursrefactor: Use tracker BPM instead of hardcoded valuesskal
32 hoursfeat(gpu): Add WGSL noise and hash function library (Task #59)skal
33 hoursfeat(gpu): Add parameter-driven GaussianBlurEffectskal
33 hoursfeat(gpu): Add parameter-driven ChromaAberrationEffectskal
34 hoursfeat(shaders): Add Möller-Trumbore ray-triangle intersectionskal
34 hoursfix(gpu): Correct FlashUniforms struct alignment for WGSLskal
34 hoursfeat(gpu): Implement shader parametrization systemskal
35 hoursrefactor(shaders): Apply common utilities to renderer shadersskal
41 hoursRevert "feat(platform): Centralize platform-specific WebGPU code and improve ...skal
42 hoursfeat(platform): Centralize platform-specific WebGPU code and improve shader c...skal
43 hoursstyle: Apply clang-format to all source filesskal
2 daysadd debugging code to flash_effectskal
2 daysfeat(gpu): Systematize post-process bindings and enable vertex shader uniformsskal
2 daysrefactor: Store const GpuContext& in Effect base classskal
2 daysrefactor: Bundle GPU context into GpuContext structskal
2 daysfix(audio): Synchronize audio-visual timing with playback timeskal
3 daysrefactor: Move platform files to src/platform/ subdirectoryskal
3 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
4 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
6 daysfeat: side-quest - Perlin noise sky and ProcGenFunc error handlingskal
6 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
7 daysfeat: Complete audio tracker system integration and testsskal
7 daysupdate TODO and fix shaders.ccskal
7 dayschore: Add BUILD.md, Task 23 to TODO.md, and GPU perf define placeholderskal
7 daysfeat(test): Add comprehensive math and shader composer testsskal
7 daysfeat(3d): Implement Task 21.1 WGSL Library & Composerskal
7 daysfix(3d): Restore and enhance 3D shadowsskal
7 daysfix(3d): Resolve missing shadows on floor planeskal