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14 hoursfix: Capture scene framebuffer before post-processing for CNN effectskal
CNNEffect's "original" input was black because FadeEffect (priority 1) ran before CNNEffect (priority 1), fading the scene. Changed framebuffer capture to use framebuffer_a (scene output) instead of current_input (post-chain). Also add seq_compiler validation to detect post-process priority collisions within and across concurrent sequences, preventing similar render order issues. Updated stub_types.h WGPULoadOp enum values to match webgpu.h spec. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
32 hoursfeat: Add headless mode for testing without GPUskal
Implements DEMO_HEADLESS build option for fast iteration cycles: - Functional GPU/platform stubs (not pure no-ops like STRIP_EXTERNAL_LIBS) - Audio and timeline systems work normally - No rendering overhead - Useful for CI, audio development, timeline validation Files added: - doc/HEADLESS_MODE.md - Documentation - src/gpu/headless_gpu.cc - Validated GPU stubs - src/platform/headless_platform.cc - Time simulation (60Hz) - scripts/test_headless.sh - End-to-end test script Usage: cmake -B build_headless -DDEMO_HEADLESS=ON cmake --build build_headless -j4 ./build_headless/demo64k --headless --duration 30 Progress printed every 5s. Compatible with --dump_wav mode. handoff(Claude): Task #76 follow-up - headless mode complete
33 hoursfeat: Implement Task #76 external library size measurementskal
- Use ma_backend_null for audio (100-200KB savings) - Stub platform/gpu abstractions instead of external APIs - Add DEMO_STRIP_EXTERNAL_LIBS build mode - Create stub_types.h with minimal WebGPU opaque types - Add scripts/measure_size.sh for automated measurement Results: Demo=4.4MB, External=2.0MB (69% vs 31%) handoff(Claude): Task #76 complete. Binary compiles but doesn't run (size measurement only).
3 daysRevert "feat(platform): Centralize platform-specific WebGPU code and improve ↵skal
shader composition" This reverts commit 16c2cdce6ad1d89d3c537f2c2cff743449925125.
3 daysfeat(platform): Centralize platform-specific WebGPU code and improve shader ↵skal
composition
4 daysrefactor: Move platform files to src/platform/ subdirectoryskal
Reorganized platform windowing code into dedicated subdirectory for better organization and consistency with other subsystems (audio/, gpu/, 3d/). Changes: - Created src/platform/ directory - Moved src/platform.{h,cc} → src/platform/platform.{h,cc} - Updated 11 include paths: "platform.h" → "platform/platform.h" - src/main.cc, src/test_demo.cc - src/gpu/gpu.{h,cc} - src/platform/platform.cc (self-include) - 6 test files - Updated CMakeLists.txt PLATFORM_SOURCES variable Verification: ✓ All targets build successfully (demo64k, test_demo, test_platform) ✓ test_platform passes (70% coverage maintained) ✓ demo64k smoke test passed This completes the platform code reorganization side quest. No functional changes, purely organizational.