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This refactoring improves the project's structure by decoupling visual effects from the core GPU module. All effect implementations have been moved from to a new top-level directory. Shared utilities like , , and have been consolidated into the parent directory.
- **Motivation**: To create a clearer separation of concerns, making the codebase easier to navigate and maintain. This move treats effects as a distinct layer that depends on the core GPU module, rather than being embedded within it.
- **Changes**:
- Created new directory.
- Moved all effect source files (, ) to .
- Moved shared helpers (, , ) to .
- Updated and to reflect the new file locations for all build targets.
- Corrected all directives across the entire codebase (, , ) to point to the new paths.
- Updated all markdown documentation ( files) to ensure file paths and architectural descriptions are accurate.
- Fixed several compiler errors related to incorrect enum casting () that were exposed during cross-compilation for Windows.
- **Verification**:
- The entire project builds successfully for both native and Windows cross-compilation targets.
- All 34 tests pass (Usage
ctest [options]).
- The --- Running Native Build & Tests ---
Configuring with all options enabled (tests + tools)...
--
-- Build Configuration:
-- DEMO_SIZE_OPT: ON
-- DEMO_STRIP_ALL: ON
-- DEMO_FINAL_STRIP: OFF
-- DEMO_STRIP_EXTERNAL_LIBS: OFF
-- DEMO_BUILD_TESTS: ON
-- DEMO_BUILD_TOOLS: ON
-- DEMO_ENABLE_COVERAGE: OFF
-- DEMO_ENABLE_DEBUG_LOGS: OFF
-- DEMO_HEADLESS: OFF
-- DEMO_WORKSPACE: main
--
-- Loaded workspace: Main Demo
-- Timeline: timeline.seq
-- Music: pop_punk_drums.track
-- Assets: assets.txt
-- Using workspace: main
-- Configuring done (0.0s)
-- Generating done (0.1s)
-- Build files have been written to: /Users/skal/demo/build
Building all targets (demo, tests, and tools)...
[ 0%] Built target validate_uniforms_script
[ 1%] Built target procedural
[ 2%] Validating uniform buffer sizes and alignments...
[ 3%] Built target tracker_compiler
[ 4%] Built target test_3d
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[ 4%] Built target seq_compiler
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[ 5%] Built target asset_packer
[ 5%] Built target test_procedural
[ 6%] Compiling demo sequence from workspace main...
[ 6%] Built target generate_tracker_music
[ 6%] Built target generate_test_demo_music
[ 6%] Compiling test_demo sequence...
Using BPM: 90
Successfully generated timeline with 16 sequences.
Using BPM: 120
Demo end time: 16.000000s
Successfully generated timeline with 1 sequences.
[ 6%] Built target generate_test_demo_timeline
[ 6%] Built target generate_timeline
Validation Warning for 'CommonPostProcessUniforms': Matching WGSL struct not found.
Validation OK for 'FadeParams': Size 16 matches C++ expected size.
Validation OK for 'ThemeModulationParams': Size 16 matches C++ expected size.
Validation OK for 'GaussianBlurParams': Size 8 matches C++ expected size.
Validation OK for 'DistortParams': Size 8 matches C++ expected size.
Validation OK for 'CircleMaskParams': Size 16 matches C++ expected size.
[ 6%] Built target generate_test_assets
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[ 61%] Linking CXX executable test_noise_functions
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[100%] Built target test_demo_effects
Running test suite...
Test project /Users/skal/demo/build
Start 1: HammingWindowTest
1/34 Test #1: HammingWindowTest ................ Passed 0.00 sec
Start 2: MathUtilsTest
2/34 Test #2: MathUtilsTest .................... Passed 0.00 sec
Start 3: FileWatcherTest
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Start 4: SynthEngineTest
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Start 5: DctTest
5/34 Test #5: DctTest .......................... Passed 0.00 sec
Start 6: FftTest
6/34 Test #6: FftTest .......................... Passed 0.01 sec
Start 7: SpectralBrushTest
7/34 Test #7: SpectralBrushTest ................ Passed 0.01 sec
Start 8: AudioGenTest
8/34 Test #8: AudioGenTest ..................... Passed 0.00 sec
Start 9: AudioBackendTest
9/34 Test #9: AudioBackendTest ................. Passed 0.00 sec
Start 10: SilentBackendTest
10/34 Test #10: SilentBackendTest ................ Passed 0.00 sec
Start 11: MockAudioBackendTest
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Start 12: WavDumpBackendTest
12/34 Test #12: WavDumpBackendTest ............... Passed 0.00 sec
Start 13: JitteredAudioBackendTest
13/34 Test #13: JitteredAudioBackendTest ......... Passed 0.00 sec
Start 14: TrackerTimingTest
14/34 Test #14: TrackerTimingTest ................ Passed 0.00 sec
Start 15: VariableTempoTest
15/34 Test #15: VariableTempoTest ................ Passed 0.00 sec
Start 16: TrackerSystemTest
16/34 Test #16: TrackerSystemTest ................ Passed 0.01 sec
Start 17: AudioEngineTest
17/34 Test #17: AudioEngineTest .................. Passed 0.00 sec
Start 18: ShaderAssetValidation
18/34 Test #18: ShaderAssetValidation ............ Passed 0.00 sec
Start 19: ShaderCompilationTest
19/34 Test #19: ShaderCompilationTest ............ Passed 0.02 sec
Start 20: NoiseFunctionsTest
20/34 Test #20: NoiseFunctionsTest ............... Passed 0.01 sec
Start 21: UniformHelperTest
21/34 Test #21: UniformHelperTest ................ Passed 0.00 sec
Start 22: AssetManagerTest
22/34 Test #22: AssetManagerTest ................. Passed 0.01 sec
Start 23: SequenceSystemTest
23/34 Test #23: SequenceSystemTest ............... Passed 0.01 sec
Start 24: ProceduralGenTest
24/34 Test #24: ProceduralGenTest ................ Passed 0.01 sec
Start 25: PhysicsTest
25/34 Test #25: PhysicsTest ...................... Passed 0.01 sec
Start 26: ThreeDSystemTest
26/34 Test #26: ThreeDSystemTest ................. Passed 0.00 sec
Start 27: ShaderComposerTest
27/34 Test #27: ShaderComposerTest ............... Passed 0.01 sec
Start 28: SceneLoaderTest
28/34 Test #28: SceneLoaderTest .................. Passed 0.01 sec
Start 29: EffectBaseTest
29/34 Test #29: EffectBaseTest ................... Passed 0.04 sec
Start 30: DemoEffectsTest
30/34 Test #30: DemoEffectsTest .................. Passed 0.03 sec
Start 31: PostProcessHelperTest
31/34 Test #31: PostProcessHelperTest ............ Passed 0.02 sec
Start 32: TextureManagerTest
32/34 Test #32: TextureManagerTest ............... Passed 0.02 sec
Start 33: GpuProceduralTest
33/34 Test #33: GpuProceduralTest ................ Passed 0.18 sec
Start 34: GpuCompositeTest
34/34 Test #34: GpuCompositeTest ................. Passed 0.20 sec
100% tests passed, 0 tests failed out of 34
Label Time Summary:
3d = 0.01 sec*proc (3 tests)
assets = 0.02 sec*proc (2 tests)
audio = 0.07 sec*proc (15 tests)
gpu = 0.54 sec*proc (11 tests)
util = 0.01 sec*proc (3 tests)
Total Test time (real) = 0.67 sec
Verifying tools compile...
[ 9%] Built target procedural
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[100%] Built target test_spectool
--- Running Windows Cross-Compilation Build ---
Building native tools...
--
-- Build Configuration:
-- DEMO_SIZE_OPT: OFF
-- DEMO_STRIP_ALL: OFF
-- DEMO_FINAL_STRIP: OFF
-- DEMO_STRIP_EXTERNAL_LIBS: OFF
-- DEMO_BUILD_TESTS: OFF
-- DEMO_BUILD_TOOLS: OFF
-- DEMO_ENABLE_COVERAGE: OFF
-- DEMO_ENABLE_DEBUG_LOGS: OFF
-- DEMO_HEADLESS: OFF
-- DEMO_WORKSPACE: main
--
-- Loaded workspace: Main Demo
-- Timeline: timeline.seq
-- Music: pop_punk_drums.track
-- Assets: assets.txt
-- Using workspace: main
-- Configuring done (0.0s)
-- Generating done (0.0s)
-- Build files have been written to: /Users/skal/demo/build_native
[ 50%] Built target procedural
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[100%] Built target tracker_compiler_host
Cross-compiling for Windows...
--
-- Build Configuration:
-- DEMO_SIZE_OPT: ON
-- DEMO_STRIP_ALL: ON
-- DEMO_FINAL_STRIP: OFF
-- DEMO_STRIP_EXTERNAL_LIBS: OFF
-- DEMO_BUILD_TESTS: OFF
-- DEMO_BUILD_TOOLS: OFF
-- DEMO_ENABLE_COVERAGE: OFF
-- DEMO_ENABLE_DEBUG_LOGS: OFF
-- DEMO_HEADLESS: OFF
-- DEMO_WORKSPACE: main
--
-- Loaded workspace: Main Demo
-- Timeline: timeline.seq
-- Music: pop_punk_drums.track
-- Assets: assets.txt
-- Using workspace: main
-- Configuring done (0.0s)
-- Generating done (0.0s)
-- Build files have been written to: /Users/skal/demo/build_win
[ 2%] Built target validate_uniforms_script
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[ 10%] Validating uniform buffer sizes and alignments...
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[ 54%] Building CXX object CMakeFiles/gpu.dir/src/effects/moving_ellipse_effect.cc.obj
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[ 54%] Building CXX object CMakeFiles/gpu.dir/src/effects/passthrough_effect.cc.obj
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Validation Warning for 'CommonPostProcessUniforms': Matching WGSL struct not found.
Validation OK for 'FadeParams': Size 16 matches C++ expected size.
Validation OK for 'ThemeModulationParams': Size 16 matches C++ expected size.
Validation OK for 'GaussianBlurParams': Size 8 matches C++ expected size.
Validation OK for 'DistortParams': Size 8 matches C++ expected size.
Validation OK for 'CircleMaskParams': Size 16 matches C++ expected size.
[ 54%] Built target validate_uniforms
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[ 80%] Building CXX object CMakeFiles/demo64k.dir/src/generated/timeline.cc.obj
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[100%] Built target demo64k
Copying MinGW DLLs...
Crunching build_win/demo64k.exe...
Ultimate Packer for eXecutables
Copyright (C) 1996 - 2026
UPX 5.1.0 Markus Oberhumer, Laszlo Molnar & John Reiser Jan 7th 2026
File size Ratio Format Name
-------------------- ------ ----------- -----------
7036416 -> 4680704 66.52% win64/pe demo64k_packed.exe
Packed 1 file.
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Size Report:
-rwxr-xr-x 1 skal 89939 6.7M Feb 14 14:55 build_win/demo64k.exe
-rwxr-xr-x 1 skal 89939 6.7M Feb 14 14:55 build_win/demo64k_stripped.exe
-rwxr-xr-x 1 skal 89939 4.5M Feb 14 14:55 build_win/demo64k_packed.exe
------------------------------------------------
Top 20 Largest Symbols (from unstripped):
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Build complete. Output: build_win/demo64k.exe
All checks passed successfully. script completes without errors.
This change streamlines the project's architecture without altering any functionality.
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Reduces WGPUTextureViewDescriptor boilerplate from 5-7 lines to 1-2.
Helper supports optional mip_levels parameter (defaults to 1).
Updated 17 call sites across gpu/, tests/, and tools/.
Net: -82 lines. All tests passing (34/34).
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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**CNN v2 Changes:**
- Replace point sampling with bilinear interpolation for mip-level features
- Add linear sampler (binding 6) to static features shader
- Update CNNv2Effect, cnn_test, and HTML tool
**HTML Tool UI:**
- Move controls to floating bottom bar in central view
- Consolidate video controls + Blend/Depth/Save PNG in single container
- Increase left panel width: 300px → 315px (+5%)
- Remove per-frame debug messages (visualization, rendering logs)
**Technical:**
- WGSL: textureSample() with linear_sampler vs textureLoad()
- C++: Create WGPUSampler with Linear filtering
- HTML: Change sampler from 'nearest' to 'linear'
handoff(Claude): CNN v2 now uses bilinear mip-level sampling across all tools
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Root cause: Binary format is [header:20B][layer_info:20B×N][weights].
Both cnn_test and CNNv2Effect uploaded entire file to weights_buffer,
but shader reads weights_buffer[0] expecting first weight, not header.
Fix: Skip header + layer_info when uploading to GPU buffer.
- cnn_test.cc: Calculate weights_offset, upload only weights section
- cnn_v2_effect.cc: Same fix for runtime effect
Before: layer_0 output showed [R, uv_x, uv_y, black] (wrong channels)
After: layer_0 output shows [R, G, B, D] (correct identity mapping)
Tests: 34/36 passing (2 unrelated failures)
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When using --weights option:
- Layer count and kernel sizes loaded from binary header
- Warnings shown if --layers or --cnn-version specified
- Help text clarifies precedence order
- Binary weights always take precedence over CLI args
Updated documentation:
- doc/CNN_TEST_TOOL.md: Usage examples with --weights
- doc/HOWTO.md: Runtime weight loading example
handoff(Claude): cnn_test --weights config override
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Enables testing different CNN v2 weight files without rebuilding. Automatically forces CNN v2 when --weights is specified, with warning if --cnn-version conflicts.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Training changes (train_cnn_v2.py):
- p3 now uses target image alpha channel (depth proxy for 2D images)
- Default changed from 0.0 → 1.0 (far plane semantics)
- Both PatchDataset and ImagePairDataset updated
Test tools (cnn_test.cc):
- New load_depth_from_alpha() extracts PNG alpha → p3 texture
- Fixed bind group layout: use UnfilterableFloat for R32Float depth
- Added --save-intermediates support for CNN v2:
* Each layer_N.png shows 4 channels horizontally (1812×345 grayscale)
* layers_composite.png stacks all layers vertically (1812×1380)
* static_features.png shows 4 feature channels horizontally
- Per-channel visualization enables debugging layer-by-layer differences
HTML tool (index.html):
- Extract alpha channel from input image → depth texture
- Matches training data distribution for validation
Note: Current weights trained with p3=0 are now mismatched. Both tools
use p3=alpha consistently, so outputs remain comparable for debugging.
Retrain required for optimal quality.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Implement full CNN v2 support for offline validation:
- Add --cnn-version flag (1=render pipeline, 2=compute shader)
- Load binary weights from storage buffer (~3-5 KB)
- Static features compute pass (7D: RGBD + UV + sin + bias)
- Dynamic layer count from binary header
- RGBA32Uint texture readback with f16→u8 conversion
- Custom f16 decoder (handles denormals, infinity, NaN)
Status:
- CNN v1: Produces incorrect output (all white)
- CNN v2: ✅ Fully functional, matches CNNv2Effect
Updated docs:
- doc/CNN_TEST_TOOL.md: Architecture, usage, validation workflow
- doc/HOWTO.md: Recommend v2 for validation
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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BREAKING CHANGE: Timeline format now uses beats as default unit
## Core Changes
**Uniform Structure (32 bytes maintained):**
- Added `beat_time` (absolute beats for musical animation)
- Added `beat_phase` (fractional 0-1 for smooth oscillation)
- Renamed `beat` → `beat_phase`
- Kept `time` (physical seconds, tempo-independent)
**Seq Compiler:**
- Default: all numbers are beats (e.g., `5`, `16.5`)
- Explicit seconds: `2.5s` suffix
- Explicit beats: `5b` suffix (optional clarity)
**Runtime:**
- Effects receive both physical time and beat time
- Variable tempo affects audio only (visual uses physical time)
- Beat calculation from audio time: `beat_time = audio_time * BPM / 60`
## Migration
- Existing timelines: converted with explicit 's' suffix
- New content: use beat notation (musical alignment)
- Backward compatible via explicit notation
## Benefits
- Musical alignment: sequences sync to bars/beats
- BPM independence: timing preserved on BPM changes
- Shader capabilities: animate to musical time
- Clean separation: tempo scaling vs. visual rendering
## Testing
- Build: ✅ Complete
- Tests: ✅ 34/36 passing (94%)
- Demo: ✅ Ready
handoff(Claude): Beat-based timing system implemented. Variable tempo
only affects audio sample triggering. Visual effects use physical_time
(constant) and beat_time (musical). Shaders can now animate to beats.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Fix bias division bug: divide by num_positions to compensate for
shader loop accumulation (affects all layers)
- train_cnn.py: Save RGBA output preserving alpha channel from input
- Add --debug-hex flag to both tools for pixel-level debugging
- Remove sRGB/linear_png debug code from cnn_test
- Regenerate weights with corrected bias export
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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SamplerCache singleton never released samplers, causing device to retain
references at shutdown. Add clear() method and call before fixture cleanup.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Release queue reference after submit in texture_readback
- Add final wgpuDevicePoll before cleanup to sync GPU work
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Fixed buffer mapping callback mode mismatch causing Unknown status.
Changed from WaitAnyOnly+ProcessEvents to AllowProcessEvents+DevicePoll.
Readback now functional but CNN output incorrect (all white).
Issue isolated to tool-specific binding/uniform setup - CNNEffect
in demo works correctly.
Technical details:
- WGPUCallbackMode_WaitAnyOnly requires wgpuInstanceWaitAny
- Using wgpuInstanceProcessEvents with WaitAnyOnly never fires callback
- Fixed by using AllowProcessEvents mode + wgpuDevicePoll
- Removed debug output and platform warnings
Status: 36/36 tests pass, readback works, CNN shader issue remains.
handoff(Claude): CNN test tool readback fixed, output debugging needed
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Debug additions:
- Print loaded shader size (confirms assets work: 2274 bytes)
- Add wgpuDevicePoll after each layer for GPU sync
- Verify shader loading with null/empty checks
Findings:
- Shader loads correctly (2274 bytes)
- GPU commands execute without validation errors
- Pipeline compiles successfully
- Output remains all-black despite correct architecture
Likely causes:
- Render setup differs from demo's CNNEffect
- Possible issue with bind group bindings
- Fragment shader may not be executing
- Texture sampling might be failing
Next steps:
- Create minimal solid-color render test
- Compare bind group setup with working CNNEffect
- Add fragment shader debug output (if possible)
- Test with demo's CNN effect to verify weights/shader work
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Bugfixes:
- Fixed ping-pong logic: update current_input BEFORE flipping dst_idx
- Use RGBA16Float for intermediate layers (preserve [-1,1] range from tanh)
- Separate BGRA8Unorm final output texture for readback
- Create two pipelines: intermediate (RGBA16Float) and final (BGRA8Unorm)
- Fix all cleanup code to reference correct pipeline variables
Implementation:
- Intermediate textures use RGBA16Float to avoid clamping [-1,1] → [0,1]
- Final layer renders to separate BGRA8Unorm texture
- Correct texture view descriptors for each format
- Layer 0-1: render to RGBA16Float ping-pong textures
- Layer 2: render to BGRA8Unorm output texture
Documentation:
- Added CNN testing section to doc/HOWTO.md
- Updated CNN_TEST_TOOL.md with ground-truth comparison workflow
- Noted remaining black output bug (under investigation)
Status:
- Tool compiles and runs without GPU errors
- Architecture correct: ping-pong, format conversion, separate pipelines
- Output still all-black (unknown cause, needs debugging)
- All 36 tests still pass
handoff(Claude): CNN test tool bugfixes complete, black output remains
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Core GPU Utility (texture_readback):
- Reusable synchronous texture-to-CPU readback (~150 lines)
- STRIP_ALL guards (0 bytes in release builds)
- Handles COPY_BYTES_PER_ROW_ALIGNMENT (256-byte alignment)
- Refactored OffscreenRenderTarget to use new utility
CNN Test Tool (cnn_test):
- Standalone PNG→3-layer CNN→PNG/PPM tool (~450 lines)
- --blend parameter (0.0-1.0) for final layer mixing
- --format option (png/ppm) for output format
- ShaderComposer integration for include resolution
Build Integration:
- Added texture_readback.cc to GPU_SOURCES (both sections)
- Tool target with STB_IMAGE support
Testing:
- All 36 tests pass (100%)
- Processes 64×64 and 555×370 images successfully
- Ground-truth validation setup complete
Known Issues:
- BUG: Tool produces black output (uninitialized input texture)
- First intermediate texture not initialized before layer loop
- MSE 64860 vs Python ground truth (expected <10)
- Fix required: Copy input to intermediate[0] before processing
Documentation:
- doc/CNN_TEST_TOOL.md - Full technical reference
- Updated PROJECT_CONTEXT.md and COMPLETED.md
handoff(Claude): CNN test tool foundation complete, needs input init bugfix
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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