| Age | Commit message (Collapse) | Author |
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- Removed unused v1 shader declarations (13 variables)
- Removed _v2 suffix from active shader names
- Moved shaders.{h,cc} from src/gpu to src/effects
- Updated all includes and build references
- All tests pass (34/34)
handoff(Claude): Cleaned up shader management, tests passing
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Drastically reduce documentation verbosity while retaining essential info.
README.md (152→82 lines):
- Consolidated features into organized sections
- Single concise v2 format example
- Removed redundant explanations
- Quick start section upfront
ROADMAP.md (685→60 lines):
- Completed features: simple bullet list
- Future work: brief descriptions only
- Removed verbose implementation details
- Removed outdated sections
Net reduction: -851 lines (-90%)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Updates all documentation to reflect Sequence V2 format support:
Timeline Editor (tools/timeline_editor/):
- README.md: Updated features list, file format examples with NODE
declarations and arrow syntax, usage instructions for node editing
- ROADMAP.md: Added completed item 1.0 "Sequence V2 Format Support"
Core Documentation (doc/):
- HOWTO.md: Updated timeline example to use v2 arrow syntax, added
NODE/buffer chain features to visual editor description
- SEQUENCE.md: Marked timeline editor graph visualization as completed
All examples now show v2 format:
EFFECT + ClassName input1 input2 -> output1 output2 start end
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Implements full support for the sequence v2 DAG format with explicit
node routing and arrow syntax.
New features:
- timeline-format.js module for parsing/serializing v2 format
- NODE declarations with typed buffers (u8x4_norm, f32x4, etc.)
- Arrow syntax for effect routing: input1 input2 -> output1 output2
- Buffer chain visualization in properties panel and tooltips
- Node editor modal for adding/deleting node declarations
- Validation for undeclared node references (when NODEs explicit)
- Backward compatible with auto-inferred nodes
Files added:
- tools/timeline_editor/timeline-format.js (214 lines)
- tools/timeline_editor/test_format.html (automated tests)
- workspaces/test/timeline_v2_test.seq (test file with NODE declarations)
Files modified:
- tools/timeline_editor/index.html (~40 changes for v2 support)
All success criteria met. Round-trip tested with existing timelines.
handoff(Claude): Timeline editor now fully supports v2 format with
explicit node routing, NODE declarations, and buffer chain visualization.
Parser handles both explicit NODE declarations and auto-inferred nodes.
Validation only runs when explicit NODEs exist. Ready for production use.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- test_demo now uses workspaces/test/{timeline.seq,music.track}
- Removed tools/test_demo.{seq,track} (no longer used)
- Updated docs to reference workspace files
- Changes to workspaces/test/timeline.seq now trigger rebuild
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Prevents compilation errors when multiple sequences share the same name.
Compiler now appends _{index}_Sequence for unique class names.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Remove #if !defined(DEMO_CROSS_COMPILE_WIN32) guards
- platform.h included transitively handles depthSlice compatibility
- Regenerate timeline.cc with cleaned output
- Tests: 34/34 passing
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- Remove tools/seq_compiler.cc (replaced by seq_compiler.py)
- Remove C++ seq_compiler build target from cmake/DemoTools.cmake
- Update documentation to remove Gantt chart mentions
- Keep seq_compiler.py (active Python compiler)
- All tests passing (34/34)
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Remove END_DEMO keyword from timeline format. Demo duration now
calculated from max effect end time across all sequences. Sort
sequences by start time at compile time for deterministic ordering.
Changes:
- seq_compiler.py: Auto-calculate duration, sort sequences
- seq_compiler.cc: Remove END_DEMO parsing, sort by start time
- workspaces/test/timeline.seq: Remove END_DEMO directive
- Generated timeline.cc: Duration now 40.0f (was hardcoded)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- seq_compiler.py: Calculate beat_phase from beat_time (was hardcoded 0.0f)
- Refactor: Replace CommonPostProcessUniforms with UniformsSequenceParams
- Remove duplicate struct definition in post_process_helper.h
- Update all CNN effects and tests to use unified uniform struct
- Fixes FlashEffect showing solid white instead of flashing to beat
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- FlashEffect: Beat-synchronized white flash using ShaderComposer
- Loads shader from assets (flash.wgsl) with sequence_uniforms include
- Uses pow(1.0 - beat_phase, 4.0) for sharp flash at beat start
- Updated test_demo.seq to use FlashEffect (was HeptagonEffect)
- Added FlashEffect to test suite (test_demo_effects.cc)
- Made cnn_test conditional on main workspace (fixes build error)
- Flash intensity: 1.0 at beat start, fades to 0.0 by beat end
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Complete v1→v2 migration cleanup: rename 29 files (sequence_v2→sequence, effect_v2→effect, 14 effect files, 8 shaders, compiler, docs), update all class names and references across 54 files. Archive v1 timeline. System now uses standard naming with all versioning removed. 30/34 tests passing.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Port test_effect_base to EffectV2/SequenceV2
- Port test_demo_effects to v2 effects only
- Remove v1 lifecycle helpers from effect_test_helpers
- Fix cnn_test to not depend on cnn_v1_effect.h
- Fix test_sequence_v2_e2e node redeclaration
Known issue: test_sequence_v2_e2e still fails with bind group error
(needs source/sink texture views set)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Phase 4 complete: V1 system removed, v2 fully operational.
Architecture Changes:
- Explicit Node system with typed buffers (u8x4_norm, f32x4, depth24)
- DAG effect routing with multi-input/multi-output support
- Python compiler (seq_compiler_v2.py) with topological sort and ping-pong optimization
- Compile-time node aliasing for framebuffer reuse
V1 Removal (~4KB):
- Deleted effect.h/cc base classes (1.4KB)
- Deleted 19 v1 effect pairs: heptagon, particles, passthrough, gaussian_blur,
solarize, scene1, chroma_aberration, vignette, hybrid_3d, flash_cube,
theme_modulation, fade, flash, circle_mask, rotating_cube, sdf_test,
distort, moving_ellipse, particle_spray (2.7KB)
V2 Effects Ported:
- PassthroughEffectV2, PlaceholderEffectV2
- GaussianBlurEffectV2 (multi-pass with temp nodes)
- HeptagonEffectV2 (scene effect with dummy texture)
- ParticlesEffectV2 (compute + render, format fixed)
- RotatingCubeEffectV2 (3D with depth node)
- Hybrid3DEffectV2 (Renderer3D integration, dummy textures for noise/sky)
Compiler Features:
- DAG validation (cycle detection, connectivity checks)
- Topological sort for execution order
- Ping-pong optimization (aliased node detection)
- Surface-based and encoder-based RenderV2Timeline generation
- init_effect_nodes() automatic generation
Fixes Applied:
- WebGPU binding layout validation (standard v2 post-process layout)
- Surface format mismatch (ctx.format for blit, RGBA8Unorm for framebuffers)
- Depth attachment compatibility (removed forced depth from gpu_create_render_pass)
- Renderer3D texture initialization (created dummy 1x1 white textures)
- ParticlesEffectV2 format (changed from ctx.format to RGBA8Unorm)
- Encoder-based RenderV2Timeline (added missing preprocess() call)
Testing:
- 34/36 tests passing (2 v1-dependent tests disabled)
- demo64k runs successfully (no crashes)
- All seek positions work (--seek 12, --seek 15 validated)
Documentation:
- Updated PROJECT_CONTEXT.md (v2 status, reference to SEQUENCE_v2.md)
- Added completion entry to COMPLETED.md
TODO (Future):
- Port CNN effects to v2
- Implement flatten mode (--flatten code generation)
- Port remaining 10+ effects
- Update HTML timeline editor for v2 (deferred)
handoff(Claude): Sequence v2 migration complete, v1 removed, system operational.
Phase 5 (editor) deferred per user preference.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Generate InitializeV2Sequences() in timeline.cc
- Generate RenderV2Timeline() for frame rendering
- Add timeline_v2.h interface header
- Call InitializeV2Sequences() in main.cc
- V2 sequences instantiated at startup
- Ready for v1→v2 rendering switch
All 35 tests passing ✅
handoff(Claude): V2 integration ready, next: switch rendering to v2
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- Update cnn_test.cc references
- Update test_demo.cc references (CNNEffect -> CNNv1Effect)
- Fixes build errors from v1 renaming
35/36 tests passing (SilentBackendTest pre-existing failure)
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- Update main workspace to use timeline_v2.seq
- Add SEQ_COMPILER_V2 using Python script (seq_compiler_v2.py)
- Update DemoCodegen to use v2 compiler for main timeline
- Add v1 compatibility stubs (LoadTimeline, GetDemoDuration)
- Demo builds and links successfully
- All tests passing (36/36)
V2 timeline now integrated into build pipeline. Stub functions allow
linking while proper MainSequence v2 integration is pending.
handoff(Claude): V2 timeline integrated, ready for effect ports
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- Remove debug output from seq_compiler_v2.py
- Add get_effect_dag() accessor for testing
- Add e2e test skeleton (shader compatibility pending)
handoff(Claude): v2 foundation complete, 3 phases done
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- Pure Python 3 compiler for v2 timeline syntax
- DAG validation: cycle detection, connectivity, node inference
- Topological sort (Kahn's algorithm)
- Lifetime analysis for optimization
- Ping-pong detection framework (needs refinement)
- Multi-input/multi-output effect routing
- Generates optimized C++ SequenceV2 subclasses
Validated on:
- Simple linear chain (source->temp->sink)
- Complex DAG (deferred render + compose + post)
- Generates correct execution order
Phase 2 complete. Next: Phase 3 effect migration
handoff(Claude): Phase 2 complete, compiler generates valid C++
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Renamed files and classes:
- cnn_effect.{h,cc} → cnn_v1_effect.{h,cc}
- CNNEffect → CNNv1Effect
- CNNEffectParams → CNNv1EffectParams
- CNNLayerParams → CNNv1LayerParams
- CNN_EFFECT.md → CNN_V1_EFFECT.md
Updated all references:
- C++ includes and class usage
- CMake source list
- Timeline (workspaces/main/timeline.seq)
- Test file (test_demo_effects.cc)
- Documentation (CLAUDE.md, PROJECT_CONTEXT.md, READMEs)
Tests: 34/34 passing (100%)
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Move all CNN v2 files to dedicated cnn_v2/ directory to prepare for CNN v3 development. Zero functional changes.
Structure:
- cnn_v2/src/ - C++ effect implementation
- cnn_v2/shaders/ - WGSL shaders (6 files)
- cnn_v2/weights/ - Binary weights (3 files)
- cnn_v2/training/ - Python training scripts (4 files)
- cnn_v2/scripts/ - Shell scripts (train_cnn_v2_full.sh)
- cnn_v2/tools/ - Validation tools (HTML)
- cnn_v2/docs/ - Documentation (4 markdown files)
Changes:
- Update CMake source list to cnn_v2/src/cnn_v2_effect.cc
- Update assets.txt with relative paths to cnn_v2/
- Update includes to ../../cnn_v2/src/cnn_v2_effect.h
- Add PROJECT_ROOT resolution to Python/shell scripts
- Update doc references in HOWTO.md, TODO.md
- Add cnn_v2/README.md
Verification: 34/34 tests passing, demo runs correctly.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Extract common styles from various tool HTML files (timeline, spectral, cnn_v2_test, etc.) into a shared stylesheet.
This reduces code duplication and improves maintainability of the tool frontends.
- Create a new 'tools/common/style.css' to house the shared rules.
- Update all tool HTML files to link to the new stylesheet.
- Remove redundant inline styles from individual HTML files.
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WAV dump changes:
- Bypass ring buffer, render directly with synth_render()
- Frame accumulator eliminates truncation errors
- Skip pre-fill and fix seek for WAV dump mode
- Result: No glitches, -150ms drift at 64b (acceptable)
Timeline editor:
- Fix waveform tooltip position calculation
- Increase beat bar visibility (0.5 opacity)
Cleanup:
- Remove all drift debugging code from audio.cc and tracker.cc
Status: Acceptable for now, further investigation needed.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Remove TIMELINE_LEFT_PADDING offset from waveform cursor calculation.
mouseX is already relative to waveform container, no padding adjustment needed.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Add timelineContainer reference and capture wheel events with { capture: true }
- Remove redundant wheel handlers from individual sequence/effect elements
- Prevents child elements from interfering with zoom/scroll functionality
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Add "beats" to start/end time labels in effect properties panel for consistency with sequence panel.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- newPixelsPerSecond → newPixelsPerBeat
- maxTime → maxTimeBeats (in waveform render)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Add audioBuffer check before showing tooltip/cursor in viewport controller
- Sync variable renames in module files (pixelsPerBeat, audioDurationSeconds)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Renamed time-related variables for clarity:
- pixelsPerSecond → pixelsPerBeat (timeline internally uses beats)
- audioDuration → audioDurationSeconds
- maxTime → maxTimeBeats
- Local variables: newTime → newTimeBeats, duration → durationBeats
- Updated stats display to show both beats and seconds
All internal state stores beat values; serializer writes beats without suffix per .seq format.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Replace repeated 60.0/bpm calculations with precomputed secondsPerBeat
and beatsPerSecond properties. Add computeBPMValues helper and updateBPM
function for consistency. Also prevent wheel events on time markers.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Shows precise time (seconds) and beat position under mouse cursor with
a vertical guide line for accurate sample timing measurements.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Wheel events now work when hovering over sequence boxes and effects,
not just the timeline background.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Root cause: audio_render_ahead() over-renders by 366ms per 10s, causing
progressive timing drift in WAV files. Events appear early in viewer.
Findings:
- Renders 11,733 extra frames over 40s (331,533 vs 319,800 expected)
- Ring buffer accumulates excess audio (~19 frames/iteration)
- WAV dump reads exact 533 frames but renders ~552 frames per call
- Results in -180ms drift at 60 beats visible in timeline viewer
Debug changes:
- Added render tracking to audio.cc to measure actual vs expected
- Added drift printf to tracker.cc for kick/snare timing analysis
- Added WAV sample rate detection to timeline viewer
See doc/AUDIO_WAV_DRIFT_BUG.md for complete analysis and proposed fixes.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Extract zoom/scroll/playback code from monolithic index.html into
separate modules for better code organization:
- timeline-viewport.js: Zoom, scroll sync, indicator positioning (133 lines)
- timeline-playback.js: Audio loading, playback, waveform rendering (303 lines)
- index.html: Reduced from 1093 to 853 lines (-22%)
Requires HTTP server for ES6 module imports. Updated README with usage.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Extract wheel handler to support both timeline and waveform scrolling
- Add wheel event support to waveform container for horizontal scroll/zoom
- Block wheel event propagation from header, properties panel, zoom controls, and stats
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Waveform and timeline were using different width calculations, causing
beat markers and timeline ticks to misalign when BPM changed. Waveform
now uses same maxTime calculation as timeline (including sequence padding).
Also replaced magic constants (16, 0.4) with named constants for clarity:
- SEQUENCE_DEFAULT_DURATION = 16 beats
- WAVEFORM_AMPLITUDE_SCALE = 0.4
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Adds replay button that restarts playback from the position where Play was originally clicked. Button is always visible but disabled when no audio is loaded.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Fix indicator position to track scroll offset during zoom/wheel
- Add named constants for all magic numbers (layout, scroll, timing)
- Fix double-click seek positioning (account for left padding)
- Hide indicator by default, show only when audio loaded
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Major improvements to timeline editor playback indicator and user experience:
**Indicator positioning:**
- Consolidated all indicator positioning into single updateIndicatorPosition() function
- Removed dual indicator architecture (waveform + timeline), now single indicator spans full height
- Positioned at timeline-container level with correct offset calculation (beats * pixelsPerSecond + 20px)
- Indicator properly updates on all state changes: playback, zoom, BPM, seek, file load
**UX improvements:**
- Made BPM value editable (number input instead of span)
- Added faint vertical beat markers to waveform (rgba(255,255,255,0.15))
- Fixed keyboard event handling to not intercept number keys when typing in input fields
- Reset playback offset to 0 on file load and audio clear
**Bug fixes:**
- Removed timeline border-left that caused offset issues
- Fixed indicator not updating on mouse wheel zoom
- Fixed indicator visibility (z-index 110 above sticky header)
- All zoom/BPM/file operations now consistently update indicator
Architecture is now clean and maintainable with single source of truth for positioning.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Add interactive waveform timeline for determining SAMPLE OFFSET values:
Features:
- RMS envelope visualization (10ms windows, normalized)
- Uses synthesized PCM from spectrogram (not original WAV)
- Draggable offset marker with numeric input (0.001s precision)
- Snap-to-onset: auto-detects first transient (threshold 0.01)
- Copy button: generates `SAMPLE <name> OFFSET <seconds>` command
- Top panel (120px) with controls, z-indexed above spectrogram
Design rationale:
- Offset measured on procedural output (matches runtime behavior)
- Interactive workflow: load .spec → inspect → set offset → copy
- Supports tracker compile-time SAMPLE OFFSET feature
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Implements two tracker realism features:
1. Sample Offset (compile-time):
- Add offset_sec field to NoteParams and Sample structs
- Parse OFFSET parameter in SAMPLE directive
- Apply timing shift during compilation (zero runtime cost)
- Use for attack-heavy samples to align perceived beat
2. Humanization (runtime, deterministic):
- Add humanize_seed, timing_variation_pct, volume_variation_pct to TrackerScore
- Parse HUMANIZE directive with SEED/TIMING/VOLUME params
- Apply per-event RNG jitter using std::minstd_rand
- Deterministic: same seed produces identical output
Both features work in real-time playback and WAV export.
Test file: data/test_humanize.track
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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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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[ 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.
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[ 71%] Built target test_3d_render
[ 71%] Building CXX object CMakeFiles/test_post_process_helper.dir/src/tests/gpu/test_post_process_helper.cc.o
[ 72%] Building CXX object CMakeFiles/test_demo_effects.dir/src/generated/timeline.cc.o
[ 72%] Linking CXX executable test_demo
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[ 83%] Built target test_sequence
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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
3/34 Test #3: FileWatcherTest .................. Passed 0.00 sec
Start 4: SynthEngineTest
4/34 Test #4: SynthEngineTest .................. Passed 0.00 sec
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
11/34 Test #11: MockAudioBackendTest ............. Passed 0.00 sec
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
[ 18%] Built target tracker_compiler_host
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[ 18%] Built target generate_tracker_music
[ 18%] Built target asset_packer
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[ 36%] Built target util
[ 81%] Built target audio
[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
[100%] Built target asset_packer
[100%] Built target seq_compiler
[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
[ 2%] Built target generate_timeline
[ 4%] Built target generate_test_demo_timeline
[ 4%] Built target generate_demo_assets
[ 4%] Built target generate_test_assets
[ 6%] Built target procedural
[ 9%] Built target tracker_compiler_host
[ 10%] Validating uniform buffer sizes and alignments...
[ 11%] Built target generate_tracker_music
[ 13%] Built target generate_test_demo_music
[ 16%] Built target util
[ 28%] Built target 3d
[ 45%] Built target audio
[ 49%] Building CXX object CMakeFiles/gpu.dir/src/effects/heptagon_effect.cc.obj
[ 52%] Building CXX object CMakeFiles/gpu.dir/src/effects/gaussian_blur_effect.cc.obj
[ 54%] Building CXX object CMakeFiles/gpu.dir/src/effects/particles_effect.cc.obj
[ 54%] Building CXX object CMakeFiles/gpu.dir/src/effects/moving_ellipse_effect.cc.obj
[ 54%] Building CXX object CMakeFiles/gpu.dir/src/gpu/effect.cc.obj
[ 54%] Building CXX object CMakeFiles/gpu.dir/src/effects/passthrough_effect.cc.obj
[ 54%] Building CXX object CMakeFiles/gpu.dir/src/effects/particle_spray_effect.cc.obj
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
[ 55%] Building CXX object CMakeFiles/gpu.dir/src/effects/solarize_effect.cc.obj
[ 57%] Building CXX object CMakeFiles/gpu.dir/src/effects/scene1_effect.cc.obj
[ 57%] Building CXX object CMakeFiles/gpu.dir/src/effects/chroma_aberration_effect.cc.obj
[ 58%] Building CXX object CMakeFiles/gpu.dir/src/effects/vignette_effect.cc.obj
[ 59%] Building CXX object CMakeFiles/gpu.dir/src/gpu/post_process_helper.cc.obj
[ 60%] Building CXX object CMakeFiles/gpu.dir/src/gpu/shaders.cc.obj
[ 62%] Linking CXX static library libgpu.a
[ 77%] Built target gpu
[ 79%] Building CXX object CMakeFiles/demo64k.dir/src/app/main.cc.obj
[ 79%] Building CXX object CMakeFiles/test_demo.dir/src/app/test_demo.cc.obj
[ 80%] Building CXX object CMakeFiles/demo64k.dir/src/generated/timeline.cc.obj
[ 81%] Building CXX object CMakeFiles/test_demo.dir/src/generated/test_demo_timeline.cc.obj
[ 82%] Linking CXX executable test_demo.exe
[ 90%] Built target test_demo
[ 91%] Linking CXX executable demo64k.exe
[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.
------------------------------------------------
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):
------------------------------------------------
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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Fixes training collapse where p1/p2 channels saturate due to gradient
blocking at clamp boundaries. Sigmoid provides smooth [0,1] mapping
with continuous gradients.
Changes:
- Layer 0: clamp(x, 0, 1) → sigmoid(x)
- Final layer: clamp(x, 0, 1) → sigmoid(x)
- Middle layers: ReLU unchanged (already stable)
Updated files:
- training/train_cnn_v2.py: PyTorch model activations
- workspaces/main/shaders/cnn_v2/cnn_v2_compute.wgsl: WGSL shader
- tools/cnn_v2_test/index.html: HTML validation tool
- doc/CNN_V2.md: Documentation
Validation:
- Build clean (no shader errors)
- 34/36 tests pass (2 unrelated script tests fail)
- 10-epoch training: loss 0.153 → 0.088 (good convergence)
- cnn_test processes images successfully
Breaking change: Old checkpoints trained with clamp() incompatible.
Retrain from scratch required.
handoff(Claude): CNN v2 sigmoid activation implemented and validated.
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Always use vizScale=1.0 for all layers. Shader clips to [0,1] for display.
Shows exact layer output values without artificial dimming.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Final layer output is clamped [0,1] and should use vizScale=1.0
like static features, not 0.5 like middle layers (unbounded ReLU).
Before: All layers except static used 0.5 (too dark)
After: Static + final layer use 1.0, middle layers use 0.5
Fixes brightness mismatch between big preview and thumbnails.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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