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15 hoursRefactor: Reorganize workspaces and remove assets/ directoryskal
Workspace structure now: - workspaces/{main,test}/obj/ (3D models) - workspaces/{main,test}/shaders/ (WGSL shaders) - workspaces/{main,test}/music/ (audio samples) Changes: - Moved workspaces/*/assets/music/ → workspaces/*/music/ - Updated assets.txt paths (assets/music/ → music/) - Moved test_demo.{seq,track} to tools/ - Moved assets/originals/ → tools/originals/ - Removed assets/common/ (legacy, duplicated in workspaces) - Removed assets/final/ (legacy, superseded by workspaces) - Updated hot-reload paths in main.cc - Updated CMake references for test_demo and validation - Updated gen_spectrograms.sh paths handoff(Claude): Workspace reorganization complete
32 hourstest_demo: Add beat-synchronized CNN post-processing with version selectionskal
- Add --cnn-version <1|2> flag to select between CNN v1 and v2 - Implement beat_phase modulation for dynamic blend in both CNN effects - Fix CNN v2 per-layer uniform buffer sharing (each layer needs own buffer) - Fix CNN v2 y-axis orientation to match render pass convention - Add Scene1Effect as base visual layer to test_demo timeline - Reorganize CNN v2 shaders into cnn_v2/ subdirectory - Update asset paths and documentation for new shader organization Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
34 hoursTimeline editor: fix all position calculations when scrolledskal
Use container's getBoundingClientRect instead of timeline's. Timeline can scroll off-screen with negative left values. Container stays visible and provides reliable viewport coordinates. Fixes double-click seek and drag. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
34 hoursTimeline editor: fix waveform click position calculationskal
Read actual canvas offset from style.left instead of assuming scrollLeft. Canvas is positioned with negative left offset, so we subtract it to get correct beat position. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
34 hoursTimeline editor: fix seek position when zoomedskal
Use helper functions (beatsToTime, timeToBeats) consistently in click handlers. Fixes red cursor jumping to wrong position during seek. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
34 hoursTimeline editor: streamline code structureskal
Factorize common patterns: POST_PROCESS_EFFECTS constant, helper functions (beatsToTime, timeToBeats, beatRange, detectConflicts). Reduce verbosity with modern JS features (nullish coalescing, optional chaining, Object.assign). Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
34 hoursTimeline editor: match C++ priority conflict detectionskal
Detects same-priority post-process effects (within and cross-sequence). CPU load bar (10px, pastel colors) shows conflicts. Matches seq_compiler.cc logic: warns when 2+ post-process effects share priority, regardless of time overlap. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
34 hoursTimeline editor: CPU load visualization + UX improvementsskal
Features: - CPU load bar: Color-coded (green→yellow→red) effect density visualization - Overlays under waveform to save space, always visible - Constant load (1.0) per active effect, 0.1 beat resolution - Add Effect button: Create new effects in selected sequence - Delete buttons in properties panel for quick access - Timeline favicon (green bars SVG) Fixes: - Handle drag no longer jumps on mousedown (offset tracking) - Sequence name input accepts numbers (explicit inputmode) - Start Time label corrected (beats, not seconds) Updated timeline.seq with beat-based timing adjustments. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
37 hourstimeline editor: quantize grid, drag fixes, hotkeysskal
Fixes: - Sequence dragging with scroll offset - Double-click collapse/expand (DOM recreation issue) - Collapsed sequence dragging (removed stopPropagation) Features: - Quantize dropdown (Off, 1/32→1 beat) replaces snap-to-beat checkbox - Works in both beat and second display modes - Hotkeys: 0=Off, 1=1beat, 2=1/2, 3=1/4, 4=1/8, 5=1/16, 6=1/32 - Separate "Show Beats" toggle for display vs snap behavior Technical: - Track dragMoved state to avoid unnecessary DOM recreation - Preserve dblclick detection by deferring renderTimeline() - Quantization applies to sequences and effects uniformly handoff(Claude): timeline editor quantize + drag fixes complete
38 hoursrefactor: timeline editor - major code reduction and UX improvementsskal
Reduced file size from 1899 to 823 lines (57% reduction) while improving maintainability and user experience. CSS improvements: - Added CSS variables for colors, spacing, and border radius - Consolidated duplicate button/input/label styles - Added missing .zoom-controls class definition - Reduced CSS from ~510 to ~100 lines JavaScript refactoring: - Centralized global state into single `state` object - Created `dom` object to cache all element references - Removed all inline event handlers (onclick, oninput) - Replaced with proper addEventListener pattern - Fixed missing playbackControls reference (bug fix) - Reduced JS from ~1320 to ~660 lines UX improvements: - Playback indicators (red bars) now always visible, start at 0s - During playback, highlight current sequence green (no expand/collapse reflow) - Smooth scrolling follows playback indicator (10% interpolation at 40% viewport) - Moved "Show Beats" checkbox inline with BPM controls - Fixed playback controls layout (time left of button, proper gap/alignment) - Error messages now logged to console as well as UI No functional regressions - all features work identically. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
39 hoursfeat: timeline editor playback improvementsskal
- Add red bar playback indicator on waveform (synced with timeline) - Fix playback continuation after double-click seek (async/await) - Improve stopPlayback() to preserve jump positions - Add error handling to startPlayback() - Update waveform click-to-seek to match double-click behavior - Sync waveform indicator scroll with timeline - Display time in both seconds and beats on seek - Update documentation with new features handoff(Claude): Timeline editor now has dual playback indicators and seamless seeking. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
45 hoursfeat: timeline editor audio playback with auto-expand/collapseskal
- Audio playback controls (play/pause, spacebar shortcut) - Red playback indicator with auto-scroll (middle third viewport) - Auto-expand active sequence during playback, collapse previous - Click waveform to seek - Sticky header: waveform + timeline ticks stay at top - Sequences confined to separate scrollable container below header - Document known bugs: zoom sync, positioning, reflow issues Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
46 hoursrefactor: timeline editor now uses beat-based internal storageskal
Timeline editor now stores all times internally as beats (not seconds), aligning with the project's beat-based timing system. Added BPM slider for tempo control. Serializes to beats (default format) and displays beats primarily with seconds in tooltips. Changes: - parseTime() returns beats (converts 's' suffix to beats) - serializeSeqFile() outputs beats (bare numbers) - Timeline markers show beats (4-beat/bar increments) - BPM slider (60-200) for tempo editing - Snap-to-beat rounds to nearest beat - Audio waveform aligned to beats - showBeats enabled by default Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
47 hoursfeat: implement beat-based timing systemskal
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>
47 hoursfeat: Timeline editor UI improvementsskal
- Sequences start collapsed by default for better overview - Move controls to header for vertical space savings - Remove "Pixels per second" label (redundant with zoom %) - Move properties panel to bottom left - Update collapse arrows for vertical layout (▼/▲) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
47 hoursfeat: timeline editor improvements - sticky ticks, grid, collapseskal
- Sticky time markers stay visible when scrolling - Faint vertical grid lines aligned with ticks for better alignment - Collapsible sequences via double-click (35px collapsed state) - Updated all references from demo.seq to timeline.seq - Consolidated and tightened documentation - Fixed _collapsed initialization bug Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2 daysfix: CNN bias accumulation and output format improvementsskal
- 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>
2 daysfix: Release cached samplers before WGPU shutdownskal
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>
2 daysfix: Resolve WGPU threading crash in cnn_testskal
- 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>
2 daysupdate cnn codeskal
3 daysadd --save-intermediates to train.py and cnn_testskal
3 daysfix: CNN test tool GPU readback with wgpuDevicePollskal
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
3 daysdebug: Add shader load verification and GPU sync to CNN test toolskal
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>
3 daysfix: CNN test tool ping-pong bug and RGBA16Float intermediatesskal
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>
3 daysfeat: Add CNN shader testing tool with GPU texture readbackskal
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>
3 daysfeat: Add --shader-only option to convert_shadertoy.pyskal
Allows regenerating just the .wgsl shader file without touching .h/.cc files when iterating on shader code. Usage: ./tools/shadertoy/convert_shadertoy.py shader.txt EffectName --shader-only Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
3 daysfix: Flip Y-axis to match ShaderToy coordinate conventionskal
ShaderToy uses bottom-left origin with Y-up, but our system uses top-left origin with Y-down. Added Y-flip in fragment shader to correctly display ShaderToy effects. **Changes:** - workspaces/main/shaders/scene1.wgsl: Flip Y before coordinate conversion - tools/shadertoy/convert_shadertoy.py: Generate Y-flip in all conversions **Formula:** ```wgsl let flipped = vec2<f32>(p.x, uniforms.resolution.y - p.y); ``` This ensures ShaderToy shaders display right-side up. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
3 daysrefactor: Improve convert_shadertoy.py to generate compile-ready codeskal
Major improvements to reduce manual code changes after conversion: **Scene vs Post-Process Detection:** - Added --post-process flag (default: scene effect) - Scene effects: Simple pattern like HeptagonEffect (no texture input) - Post-process effects: Uses PostProcessEffect base class **Generated Code Now Compiles As-Is:** - Scene: Uses gpu_create_render_pass() helper - Post-process: Uses create_post_process_pipeline() helper - No manual Effect base class rewrites needed - Correct shader bindings for each type **Improved WGSL Conversion:** - Better mainImage extraction and conversion - Proper fragCoord -> p.xy mapping - Handles iResolution/iTime -> uniforms automatically - Fixed return statements (fragColor = ... -> return ...) - Preserves helper functions from original shader **Better Instructions:** - Shows exact asset.txt format with SHADER_ prefix - Includes shader declaration/definition steps - Indicates correct test list (scene_effects vs post_process_effects) **Example:** ```bash ./tools/shadertoy/convert_shadertoy.py shader.txt MyEffect # Generates compile-ready scene effect ./tools/shadertoy/convert_shadertoy.py blur.txt Blur --post-process # Generates compile-ready post-process effect ``` Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
3 daysdocs: Fix EFFECT keyword syntax and add automation-friendly workflowskal
Fix EFFECT keyword format across all documentation and scripts - priority modifier (+/=/–) is required but was missing from examples. **Documentation fixes:** - doc/HOWTO.md: Added missing + to EFFECT example - doc/RECIPE.md: Added priority modifiers to examples - tools/shadertoy/README.md: Fixed test path, clarified workflow - tools/shadertoy/convert_shadertoy.py: Updated output instructions **New automation guide:** - doc/EFFECT_WORKFLOW.md: Complete step-by-step checklist for AI agents - Exact file paths and line numbers - Common issues and fixes - Asset ID naming conventions - CMakeLists.txt dual-section requirement - Test list instructions (post_process_effects vs scene_effects) **Integration:** - CLAUDE.md: Added EFFECT_WORKFLOW.md to Tier 2 (always loaded) - doc/AI_RULES.md: Added "Adding Visual Effects" quick reference - README.md: Added EFFECT_WORKFLOW.md to documentation list **CMakeLists.txt:** - Disabled incomplete cube_sphere_effect.cc (ShaderToy conversion WIP) **Timeline:** - Commented out incomplete CubeSphereEffect - Removed obsolete constructor argument Fixes #issue-with-effect-syntax Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
3 daysfeat: Add ShaderToy conversion toolsskal
Add automated conversion pipeline for ShaderToy shaders to demo effects: - convert_shadertoy.py: Automated code generation script - Manual templates: Header, implementation, and WGSL boilerplate - Example shader: Test case for conversion workflow - README: Complete conversion guide with examples Handles basic GLSL→WGSL conversion (types, uniforms, mainImage extraction). Manual fixes needed for fragColor returns and complex type inference. Organized under tools/shadertoy/ for maintainability. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
3 daysfix: 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>
3 daysfeat: Add multi-layer CNN support with framebuffer capture and blend controlskal
Implements automatic layer chaining and generic framebuffer capture API for multi-layer neural network effects with proper original input preservation. Key changes: - Effect::needs_framebuffer_capture() - generic API for pre-render capture - MainSequence: auto-capture to "captured_frame" auxiliary texture - CNNEffect: multi-layer support via layer_index/total_layers params - seq_compiler: expands "layers=N" to N chained effect instances - Shader: @binding(4) original_input available to all layers - Training: generates layer switches and original input binding - Blend: mix(original, result, blend_amount) uses layer 0 input Timeline syntax: CNNEffect layers=3 blend=0.7 Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
4 daysdocs: Reorganize shader editor documentationskal
README.md: Streamlined quick start and feature overview SHADER_EDITOR_DETAILS.md: Technical reference (architecture, uniforms, examples) SHADER_EDITOR_PLAN.md: Development roadmap with 5 phases Summary of implemented features: - Live WebGPU preview (1280×720, autoplay) - Syntax highlighting (placeholder-based, prevents overlap) - #include composition (recursive resolution) - Animation controls (time, beat, audio_peak) - File I/O (load/save .wgsl) Next priorities: 1. Multi-resolution support 2. Improved syntax highlighting 3. Texture upload Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
4 daysfix: Use placeholder technique to prevent syntax highlighting overlapskal
Replace comments/strings with placeholders, highlight rest, restore. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
4 daysrefactor: Improve syntax highlighting to avoid overlapping matchesskal
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
4 daysfeat: Add WGSL syntax highlightingskal
Overlay highlighting: keywords, types, attributes, functions, numbers, comments. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
4 daysrefactor: Increase editor pane size by 20% (36% → 43%)skal
Preview: 57%, Editor: 43% Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
4 daysfix: Remove resolutionSelect references after removing UI elementskal
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
4 daysfeat: Remove resolution selector, enable autoplay on loadskal
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
4 daysfix: Use 16:9 aspect ratio and object-fit contain for canvasskal
Default resolution: 1280x720 (16:9) Canvas uses object-fit: contain to preserve aspect ratio Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
4 daysfix: Canvas fills available height instead of maintaining square aspectskal
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
4 daysfix: Reference texture/sampler in default shader for bind group layoutskal
WebGPU auto layout requires all bindings to be used in shader. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
4 daysfix: Use var instead of let for mutable uv in default shaderskal
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
4 daysrefactor: Adjust shader editor layout and add default animationskal
- Editor pane: 30% → 36% (20% larger) - Preview pane: 70% → 64% - Default shader: animated gradient + pulsing circle (was plain color) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
4 daysfeat: Add HTML WGSL shader editor toolskal
ShaderToy-like web tool for live WGSL shader editing with WebGPU preview. Features: - Live WebGPU preview with real-time shader updates - Shader composition: #include directive support - Animation controls: time, loop_time (0..1), audio_peak - File I/O: Load/save .wgsl files - CommonUniforms binding (resolution, time, beat, audio_intensity) - Keyboard shortcuts: Ctrl+S (save), Ctrl+O (load), Space (play/pause) Single-file HTML (no build step, no CORS issues). handoff(Claude): Implemented HTML WGSL shader editor per plan Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
4 daysfix: Strip priority comments from effect args in .seq exportskal
Remove '# Priority: X' comments from effect arguments during timeline export to keep .seq files clean. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
4 daysfeat(gpu): Phase 2 - Add gen_perlin and gen_grid GPU compute shadersskal
Complete Phase 2 implementation: - gen_perlin.wgsl: FBM with configurable octaves, amplitude decay - gen_grid.wgsl: Grid pattern with configurable spacing/thickness - TextureManager extensions: create_gpu_perlin_texture(), create_gpu_grid_texture() - Asset packer now validates gen_noise, gen_perlin, gen_grid for PROC_GPU() - 3 compute pipelines (lazy-init on first use) Shader parameters: - gen_perlin: seed, frequency, amplitude, amplitude_decay, octaves (32 bytes) - gen_grid: width, height, grid_size, thickness (16 bytes) test_3d_render migration: - Replaced CPU sky texture (gen_perlin) with GPU version - Replaced CPU noise texture (gen_noise) with GPU version - Added new GPU grid texture (256x256, 32px grid, 2px lines) Size impact: - gen_perlin.wgsl: ~200 bytes (compressed) - gen_grid.wgsl: ~100 bytes (compressed) - Total Phase 2 code: ~300 bytes - Cumulative (Phase 1+2): ~600 bytes Testing: - All 34 tests passing (100%) - test_gpu_procedural validates all generators - test_3d_render uses 3 GPU textures (noise, perlin, grid) Next: Phase 3 - Variable dimensions, async generation, pipeline caching Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
4 daysfeat(gpu): Add GPU procedural texture generation systemskal
Phase 1 implementation complete: - GPU compute shader for noise generation (gen_noise.wgsl) - TextureManager extensions: create_gpu_noise_texture(), dispatch_noise_compute() - Asset packer PROC_GPU() syntax support with validation - ShaderComposer integration for #include resolution - Zero CPU memory overhead (GPU-only textures) - Init-time and on-demand generation modes Technical details: - 8×8 workgroup size for 256×256 textures - UniformBuffer for params (width, height, seed, frequency) - Storage texture binding (rgba8unorm, write-only) - Lazy pipeline compilation on first use - ~300 bytes code (Phase 1) Testing: - New test: test_gpu_procedural.cc (passes) - All 34 tests passing (100%) Future phases: - Phase 2: Add gen_perlin, gen_grid compute shaders - Phase 3: Variable dimensions, async generation Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
4 daysfeat: WGSL Uniform Buffer Validation & Consolidation (Task #75)skal
- Added to validate WGSL/C++ struct alignment. - Integrated validation into . - Standardized uniform usage in , , , . - Renamed generic to specific names in WGSL and C++ to avoid collisions. - Added and updated . - handoff(Gemini): Completed Task #75.
5 daysfix: Resolve DemoEffectsTest SEGFAULT and update GEMINI.mdskal
- Fixed a persistent SEGFAULT in DemoEffectsTest, allowing all 33 tests to pass (100% test coverage). - The fix involved addressing uniform buffer alignment, resource initialization order, and minor code adjustments in affected effects. - Updated GEMINI.md to reflect the completion of Task #74 and set the focus on Task #75: WGSL Uniform Buffer Validation & Consolidation. handoff(Gemini): Addressed the DemoEffectsTest crash and updated the project state. Next up is Task #75 for robust uniform buffer validation.