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path: root/src/tests/test_shader_compilation.cc
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8 hoursfix(shaders): Resolve WGSL validation errors and add shader compilation testsskal
Fixed three critical WGSL shader issues causing demo64k and test_3d_render to crash: 1. **renderer_3d.wgsl**: Removed dead code using non-existent `inverse()` function - WGSL doesn't have `inverse()` for matrices - Dead code was unreachable but still validated by shader compiler - Also removed reference to undefined `in.normal` vertex input 2. **sdf_utils.wgsl & lighting.wgsl**: Fixed `get_normal_basic()` signature mismatch - Changed parameter from `obj_type: f32` to `obj_params: vec4<f32>` - Now correctly matches `get_dist()` function signature 3. **scene_query_linear.wgsl**: Fixed incorrect BVH binding declaration - Linear mode was incorrectly declaring binding 2 (BVH buffer) - Replaced BVH traversal with simple linear object loop - Root cause: Both BVH and Linear shaders were identical (copy-paste error) Added comprehensive shader compilation test (test_shader_compilation.cc): - Tests all production shaders compile successfully through WebGPU - Validates both BVH and Linear composition modes - Catches WGSL syntax errors, binding mismatches, and type errors - Would have caught all three bugs fixed in this commit Why tests didn't catch this: - Existing test_shader_assets only checked for keywords, not compilation - No test actually created WebGPU shader modules from composed code - New test fills this gap with real GPU validation Results: - demo64k runs without WebGPU errors - test_3d_render no longer crashes - All 22/23 tests pass (FftTest unrelated issue from FFT Phase 1) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>