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- CNNv3Effect constructor loads ASSET_WEIGHTS_CNN_V3 via GetAsset on startup
- seq_compiler.py: CLASS_TO_HEADER supports full #include paths for cnn_v3/ classes
- timeline.seq: add cnn_v3_test sequence at 48s (GBufferEffect → CNNv3Effect)
- test_cnn_v3_parity: zero_weights test now explicitly uploads zeros to override asset
handoff(Gemini): CNNv3Effect ready; export weights to workspaces/main/weights/ and seek to 48s to test
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C++:
- cnn_v3_effect.cc: fix declare_nodes comment (output node declared by caller)
- cnn_v3_effect.cc: add TODO(phase-7) marker for FiLM MLP replacement
WGSL:
- cnn_v3_bottleneck.wgsl: consolidate _pad fields onto one line, explain why
array<u32,3> is invalid in uniform address space
- cnn_v3_enc0.wgsl: fix "12xu8" → "12ch u8norm" in header comment
- cnn_v3_dec0.wgsl: clarify parity note (sigmoid after FiLM+ReLU, not raw conv)
- cnn_v3_common.wgsl: clarify unpack_8ch pack layout (low/high 16 bits)
Python:
- cnn_v3_utils.py: replace PIL-based _upsample_nearest (uint8 round-trip) with
pure numpy index arithmetic; rename _resize_rgb → _resize_img (handles any
channel count); add comment on normal zero-pad workaround
- export_cnn_v3_weights.py: add cross-ref to cnn_v3_effect.cc constants;
clarify weight count comments with Conv notation
Test:
- test_cnn_v3_parity.cc: enc0/dec1 layer failures now return 0 (were print-only)
handoff(Gemini): CNN v3 review complete, 36/36 tests passing.
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- Add test_cnn_v3_parity.cc: zero_weights + random_weights tests
- Add gen_test_vectors.py: PyTorch reference implementation for enc0/enc1/bn/dec1/dec0
- Add test_vectors.h: generated C header with enc0, dec1, output expected values
- Fix declare_nodes(): intermediate textures at fractional resolutions (W/2, W/4)
using new NodeRegistry::default_width()/default_height() getters
- Add layer-by-layer readback (enc0, dec1) for regression coverage
- Final parity: enc0 max_err=1.95e-3, dec1 max_err=1.95e-3, out max_err=4.88e-4
handoff(Claude): CNN v3 parity done. Next: train_cnn_v3.py (FiLM MLP training).
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- cnn_v3/src/cnn_v3_effect.{h,cc}: full Effect subclass with 5 compute
passes (enc0→enc1→bottleneck→dec1→dec0), shared weights storage buffer,
per-pass uniform buffers, set_film_params() API
- Fixed WGSL/C++ struct alignment: vec3u has align=16, so CnnV3Params4ch
is 64 bytes and CnnV3ParamsEnc1 is 96 bytes (not 48/80)
- Weight offsets computed as explicit formulas (e.g. 20*4*9+4) for clarity
- Registered in CMake, shaders.h/cc, demo_effects.h, test_demo_effects.cc
- 35/35 tests pass
handoff(Gemini): CNN v3 Phase 5 next — parity validation (Python ref vs WGSL)
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5 compute shaders + cnn_v3/common snippet:
enc0: Conv(20→4,3×3) + FiLM + ReLU full-res
enc1: AvgPool + Conv(4→8,3×3) + FiLM + ReLU half-res
bottleneck: AvgPool + Conv(8→8,1×1) + ReLU quarter-res
dec1: NearestUp + cat(enc1) + Conv(16→4) + FiLM half-res
dec0: NearestUp + cat(enc0) + Conv(8→4) + FiLM + Sigmoid full-res
Parity rules: zero-pad conv, AvgPool down, NearestUp, FiLM after
conv+bias, skip=concat, OIHW weights+bias layout. Matches PyTorch
train_cnn_v3.py forward() exactly.
Registered in workspaces/main/assets.txt + src/effects/shaders.cc.
Weight layout + Params struct documented in cnn_v3/docs/HOWTO.md §7.
Next: Phase 4 — C++ CNNv3Effect + FiLM uniform upload.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- Wire GBufferEffect into demo build: assets.txt, DemoSourceLists.cmake,
demo_effects.h, shaders.h/cc. ShaderComposer::Compose() applied to
gbuf_raster.wgsl (resolves #include "common_uniforms").
- Add GBufferEffect construction test. 35/35 passing.
- Write cnn_v3/docs/HOWTO.md: G-buffer wiring, training data prep,
training plan, per-pixel validation workflow, phase status table,
troubleshooting guide.
- Add project hooks: remind to update HOWTO.md on cnn_v3/ edits;
warn on direct str_view(*_wgsl) usage bypassing ShaderComposer.
- Update PROJECT_CONTEXT.md and TODO.md: Phase 1 done,
Phase 3 (WGSL U-Net shaders) is next active.
handoff(Gemini): CNN v3 Phase 3 is next - WGSL enc/dec/bottleneck/FiLM
shaders in cnn_v3/shaders/. See cnn_v3/docs/CNN_V3.md Architecture
section and cnn_v3/docs/HOWTO.md section 3 for spec. GBufferEffect
outputs feat_tex0 + feat_tex1 (rgba32uint, 20ch, 32 bytes/pixel).
C++ CNNv3Effect (Phase 4) takes those as input nodes.
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G-buffer (Phase 1):
- Add NodeTypes GBUF_ALBEDO/DEPTH32/R8/RGBA32UINT to NodeRegistry
- GBufferEffect: MRT raster pass (albedo+normal_mat+depth) + pack compute
- Shaders: gbuf_raster.wgsl (MRT), gbuf_pack.wgsl (feature packing, 32B/px)
- Shadow/SDF passes stubbed (placeholder textures), CMake integration deferred
Training infrastructure (Phase 2):
- blender_export.py: headless EXR export with all G-buffer render passes
- pack_blender_sample.py: EXR → per-channel PNGs (oct-normals, 1/z depth)
- pack_photo_sample.py: photo → zero-filled G-buffer sample layout
handoff(Gemini): G-buffer phases 3-5 remain (U-Net shaders, CNNv3Effect, parity)
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handoff(Gemini): removed test_audio_engine_seeking (broken, not worth fixing);
moved CNN v2 8-bit quantization to Future as CNN v3 task.
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- fetch_win_deps.sh: update wgpu-native v0.19.4.1 → v27.0.4.0 (same as macOS)
- platform.h: remove v0.19 compat shims, Windows now uses WGPUStringView API
- gpu.cc/gpu.h: remove DEMO_CROSS_COMPILE_WIN32 old-API branches
- texture_readback.cc, visual_debug.cc, hybrid3d_effect.cc: same cleanup
- rotating_cube_effect.cc: remove #ifdef guard for depthSlice
- glfw3webgpu.c: remove old WGPUSurfaceDescriptorFromWindowsHWND branch
- asset_manager.cc: fix DEMO_STRIP_ALL→STRIP_ALL guard (vs_main was missing
in STRIP_ALL Windows builds because disk-loading path ran on embedded data)
- tracker.cc: skip MP3 assets gracefully in STRIP_ALL builds instead of fatal
handoff(Gemini): Windows .exe now runs under Wine. demo64k.exe renders frames
and progresses through audio timeline. Pre-existing test failures unchanged.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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gpu_create_linear_sampler, gpu_create_nearest_sampler, and
gpu_create_dummy_scene_texture were defined only in gpu.cc, causing
link errors in DEMO_HEADLESS mode.
handoff(Gemini): headless mode link error fixed, 35/35 tests should still pass.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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m[5] = -1/tan(fov/2); larger FOV yields smaller magnitude (closer to 0),
so proj_varied.m[5] > proj.m[5], not <.
handoff(Gemini): fixed ThreeDSystemTest assertion in test_3d.cc:43
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- particles: stagger respawn y by golden-ratio index offset to break
per-row synchronization (100 particles per row fell in lock-step)
- heptagon: fix swapped atan2(x,y)->atan2(y,x) and WGSL % truncation
for negative angles (broke SDF for entire lower half of shape)
handoff(Gemini): heptagon now correct; particles desynchronized
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Missing wgpuComputePassEncoderRelease/wgpuRenderPassEncoderRelease
caused per-frame leaks and command buffer corruption in wgpu-native.
handoff(Gemini): particles encoder leak fixed, 2 lines added to render()
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- Extract shared NTSC logic into render/ntsc_common.wgsl snippet
- sample_ntsc_signal() hook decouples input format from processing
- ntsc_rgb.wgsl: RGB input (converts via rgba_to_luma_chroma_phase)
- ntsc_yiq.wgsl: YIQ passthrough for RotatingCube output
- Add NtscYiq WgslEffect thin wrapper; register both in tests
handoff(Claude): NTSC refactor complete; NtscYiq ready for timeline use with RotatingCube.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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rotating_cube_effect.cc was bypassing ShaderComposer, causing #include
directives in rotating_cube.wgsl to fail at runtime.
handoff(Claude): ShaderComposer rule documented and enforced in rotating_cube.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Add rule to CODING_STYLE.md and apply to ntsc.wgsl.
handoff(Claude): rule added, ntsc.wgsl patched; scratch_lines and color_c64 already compliant.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- math/color.wgsl: add rgba_to_yiqa, yiqa_to_rgba, rgba_to_luma_chroma_phase
- math/color_c64.wgsl: new file with C64 palette, Bayer 8x8, Dither()
- ntsc.wgsl: include both, remove local duplicates; Dither() now takes xsize/ysize
handoff(Claude): YIQ/dither helpers now reusable by other effects
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- Replace _dbg_pixel() with _dbg_char(ascii, r, c) covering
printable ASCII 0x20-0x7E (95 glyphs, C64-style 8x8 bitmaps)
- Update debug_f32() to use ASCII codes directly
- Add debug_str(col, pos, origin, s: vec4u, len) for rendering
up to 16 chars packed 4-per-u32 big-endian
handoff(Claude): debug_print now supports full ASCII strings.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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The fullscreen post-process VS uses Y-up UVs (uv.y=0 = bottom), so
textureSample() Y-flips any rasterized offscreen texture. SDF effects
author their content Y-down and look correct after the flip. Rasterized
effects (RotatingCube, Hybrid3D) must pre-flip their geometry:
- mat4::perspective(): m[5] = -t (negated Y scale)
- Pipelines with cullMode=Back: frontFace = WGPUFrontFace_CW (Y-flip
reverses winding, so CW becomes the visible face)
- Remove incorrect transposes from GlobalUniforms::make(),
ObjectData::make(), and Uniforms::make() — mini_math is column-major,
no transpose needed for GPU upload
- Document the convention in doc/3D.md under "Rasterized 3D and the
Y-flip rule"
handoff(Gemini): Y-flip rule now documented; all rasterized 3D pipelines
must follow it.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Add SHADER_DEBUG_DEBUG_PRINT to assets.txt and register it as
"debug/debug_print" in InitShaderComposer() so ntsc.wgsl #include works.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Renders a f32 value (±999.999, 3 decimal digits) at a given screen
position using authentic C64 8x8 bitmap glyphs in yellow.
Usage: col = debug_f32(col, pos.xy, vec2f(10.0, 10.0), value);
Include: #include "debug/debug_print"
handoff(Gemini): new snippet at src/shaders/debug/debug_print.wgsl
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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mini_math mat4 is row-major; WGSL mat4x4f is column-major. Matrices
uploaded without transposing were interpreted as their own transpose on
the GPU, causing RotatingCube and Renderer3D to render upside-down.
- Add gpu_upload_mat4() to post_process_helper for standalone uploads
- Add Uniforms::make() to RotatingCube::Uniforms (handles transpose)
- Add GlobalUniforms::make() and ObjectData::make() to renderer.h
- Update renderer_draw.cc and visual_debug.cc to use make()
handoff(Gemini): matrix layout bug fixed across all rasterized effects.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- asset_packer: include WGSL in --disk_load path storage (alongside SPEC/MP3)
- asset_manager: disk-load WGSL assets at runtime when !DEMO_STRIP_ALL
- DemoCodegen: pass ASSET_PACKER_FLAGS to pack_test_assets so test assets
also use disk-load paths in dev mode (fixes pre-existing SPEC/WGSL test failures)
- test_shader_composer: fix stale assertions (fn test_wgsl → fn snippet_a,
correct ordering check)
35/35 tests passing.
handoff(Claude): WGSL disk-loading implemented. Shaders now loaded from disk
in dev mode, enabling hot-reload without rebuild. Tests fixed.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- Updated 'src/tests/gpu/test_shader_composer.cc' to use 'ASSET_TEST_WGSL' and simplified the test.
- Overhauled 'src/tests/assets/test_assets.cc' to align with the new, more concise test asset manifest, resolving compilation errors and improving test focus.
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Replaced the deleted 'AssetType::STATIC' with 'AssetType::BINARY' as the default return value for invalid asset IDs.
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This commit introduces a dual-mode asset loading system to enhance developer workflow and optimize release builds.
Key changes include:
- **Dual-Mode Asset Loading:** Assets are now loaded from disk during development (when is OFF) for faster iteration, particularly for heavy assets like and files. For release builds ( ON), all assets are embedded directly into the binary, ensuring a single, self-contained executable.
- **Explicit Asset Typing:** Replaced generic asset type with specific types (, , , , ) in and the enum in for clearer categorization and more robust processing.
- **Build System Integration:** Modified to pass a flag to in development builds.
- **Asset Packer Updates:** now generates file paths for disk-loaded assets and embeds data for others based on the build mode.
- **Asset Manager Enhancements:** includes new logic in for loading and caching disk-based assets and updates to for proper memory deallocation.
- **Documentation:** Updated to reflect the new asset nomenclature and dual-mode loading strategy.
- **Project Rules:** Added a concise rule to mandating top-level documentation updates for medium/large sub-system changes.
handoff(Gemini): Implemented dual-mode asset loading and updated documentation.
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conventions
- Add textureSampleYUp() helper to fullscreen_uv_vs.wgsl to correct
y-flip when sampling WebGPU textures with y-up UV coordinates
- Use textureSampleYUp() in passthrough, gaussian_blur, combined_postprocess
- Fix skybox.wgsl: remove erroneous (1.0 - uv.y) flip (double-flip bug)
- Document world/view/screen conventions in doc/3D.md, camera_common.wgsl,
and fullscreen_uv_vs.wgsl
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- scripts/validate_shaders.py: compose #includes then validate with naga-cli
(mirrors InitShaderComposer snippet map; skips runtime-substitution shaders)
- src/effects/ntsc.wgsl: remove broken GLSL-syntax vignette() function
(GLSL const/param syntax, f32→vec2f assignment; inline vignette at line 55
already handles darkening)
handoff(Gemini): validator at scripts/validate_shaders.py; install naga with
cargo install naga-cli; 29/29 shaders pass
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Paths like ../../src/effects/ntsc.wgsl were stored non-normalized in
the DEPENDS list, preventing Ninja/Make from detecting file changes.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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WGSL-only WgslEffect implementing barrel/fisheye distortion, RGB chroma
separation, scanlines, per-pixel temporal noise, rolling jitter line,
vignette, and warm NTSC phosphor tint. Applied across all main sequences.
handoff(Gemini): Ntsc effect added; 13 effects total, 35+1 tests expected.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Replace boilerplate .h/.cc pairs for simple single-pass effects with a
generic WgslEffect base class that takes a shader string + optional
WgslEffectParams (binding 3). Port Flash, Passthrough, Heptagon, Scratch,
and GaussianBlur to thin header-only wrappers — no .cc files, no CMake
entries needed. Removes 5 .cc files (-243 lines).
Update EFFECT_WORKFLOW.md, CONTRIBUTING.md, and AI_RULES.md to document
the WgslEffect (Path A) vs full class (Path B) workflow. Doc cleanup:
fix stale GaussianBlurParams/PostProcessEffect references and test counts.
handoff(Claude): WgslEffect landed; 5 effects ported; docs updated.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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snippet
- src/shaders/render/scratch_lines.wgsl: reusable WGSL snippet registered as
"render/scratch_lines"; call scratch_lines(uv, resolution, time)->f32 from
any effect. Uses hash_1f from math/noise; 8 lines/frame, ~24fps flicker.
- src/effects/scratch.{wgsl,h,cc}: thin Scratch effect wrapping the snippet.
- Applied to "intro" and "rotating_cube" sequences as the final step.
- 35/35 tests passing.
handoff(Gemini): Scratch effect added. render/scratch_lines snippet is reusable.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Without music loaded, synth renders silence; reading from the ring buffer
yielded all-zero samples causing the non_zero_count assertion to fail.
Replace the ring-buffer read path with a direct 440 Hz sine wave so the
test focuses on WAV format/encoding, not audio pipeline content.
handoff(Claude): WavDumpBackendTest now passes (35/35 tests green).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- Remove erroneous Hann synthesis window from synth.cc (g_hann * tmp[j]).
Hann analysis at 50% overlap satisfies w[n]+w[n+H]=1, so rectangular
synthesis gives perfect reconstruction; applying Hann twice was wrong.
- Extract ola_encode()/ola_decode()/ola_num_frames() into src/audio/ola.h+cc.
spectool and test_wav_roundtrip now use the shared functions.
synth.cc lazy-decode path stays inlined (see TODO for future refactor).
- Drop dead <atomic> include and g_hann array from synth.cc.
- Drop dead window.h include from spectool.cc.
- Update PROJECT_CONTEXT.md, COMPLETED.md, TODO.md to reflect correct
analysis-only Hann window and new ola.h API.
handoff(Gemini): OLA synthesis bug fixed + ola.h factorized. synth.cc
lazy-decode still inline (TODO item added). 34/35 tests pass; WavDumpBackendTest
failure is pre-existing and unrelated.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- spectool --wav <input.spec> <output.wav>: decodes .spec to mono 16-bit
WAV at 32 kHz using IDCT-OLA synthesis (no synthesis window).
The analysis Hann window at 50% overlap satisfies w[n]+w[n+H]=1,
so the synthesis window must be rectangular for perfect reconstruction.
- Add imdct_512 / imdct_fft to audio lib (fft.cc, fft.h, idct.cc, dct.h)
for future MDCT-based synthesis.
- test_wav_roundtrip: in-process OLA analyze+decode SNR test (≥30 dB).
Currently measures 53 dB on a 440 Hz sine.
- Fix stale test_spectool.cc: version assertion updated from 1 to
SPEC_VERSION_V2_OLA (was always wrong since OLA fix landed).
- Docs: TOOLS_REFERENCE.md removes dead specview, documents --wav /
--normalize / test_gen. HOWTO.md adds decode section. TRACKER.md
notes spec v2 OLA format and decode command.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Two bugs kept the v2 OLA path permanently disabled:
1. SpectrogramResourceManager::load_asset() never set spec.version from
SpecHeader::version — all .spec assets loaded with version=0, so
ola_mode was always false in the voice.
2. spectool analyze_audio() used non-overlapping chunks (stride=DCT_SIZE),
hamming_window_512, and hardcoded header.version=1 — OLA analysis was
never implemented in the encoder.
Fixes: propagate header->version in load_asset(); switch spectool to
OLA_HOP_SIZE stride, hann_window_512, and SPEC_VERSION_V2_OLA.
Regenerated all .spec files.
handoff(Gemini): OLA enc/dec chain now correct end-to-end. .spec files
are v2 (50% overlap, Hann). No API changes; 33/34 tests pass
(WavDumpBackendTest pre-existing failure unrelated).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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