| Age | Commit message (Collapse) | Author |
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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
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[ 2%] Validating uniform buffer sizes and alignments...
[ 3%] Built target tracker_compiler
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[ 4%] Built target seq_compiler
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[ 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
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
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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
[100%] Built target asset_packer
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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
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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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[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
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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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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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currentLayerIdx indexes layerOutputs array (0=Static Features, 1=Layer 0).
Filename should use layer number, not array index.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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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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All layers now use scale 1.0, shader clamps values >1.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Layer 0 output is clamped [0,1], does not need 0.5 dimming.
Middle layers (ReLU) keep 0.5 scale for values >1.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Add identity weight generator and composited layer save for debugging
HTML/C++ output differences.
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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Replaces v1 weights (3 layers) with v2 weights from workspaces/main/weights/cnn_v2_weights.bin:
- 4 layers: 3×3, 5×5, 3×3, 3×3
- 2496 f16 weights
- mip_level=2
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Changes:
- Static shader: Point sampler (nearest filter) instead of linear
- Mip handling: Use textureSampleLevel with point sampler (fixes coordinate scaling)
- Save PNG: GPU readback via staging buffer (WebGPU canvas lacks toBlob support)
- Depth binding: Use input texture as depth (matches C++ simplification)
- Header offset: Version-aware calculation (v1=4, v2=5 u32)
Known issue: Output still differs from cnn_test (color tones). Root cause TBD.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Root cause: HTML tool was producing incorrect output vs cnn_test due to:
1. Linear filtering: textureSampleLevel() with sampler blurred p0-p3 features
2. Header offset bug: Used 4 u32 instead of 5 u32 for version 2 binary format
Changes:
- Static shader: Replace textureSampleLevel (linear) with textureLoad (point)
- Bind group: Use 3 separate mip views instead of sampler
- Header offset: Account for version-specific header size (v1=4, v2=5 u32)
- Add version field to weights object for correct offset calculation
- Add savePNG button for convenience
Result: HTML output now matches cnn_test output exactly.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Improve drop zone visibility with larger borders, bold blue text, and
brighter hover states for better user guidance.
Replace hover-based zoom with click-to-preview: clicking any of the
4 small channel views displays it large below. Active channel
highlighted with white border for clear visual feedback.
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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Update positional encoding to use vertical coordinate at higher frequency.
Changes:
- train_cnn_v2.py: sin10_x → sin20_y (computed from uv_y)
- cnn_v2_static.wgsl: sin10_x → sin20_y (computed from uv_y)
- index.html: sin10_x → sin20_y (STATIC_SHADER)
- CNN_V2.md: Update feature descriptions and examples
- CNN_V2_BINARY_FORMAT.md: Update static features documentation
Feature vector: [p0, p1, p2, p3, uv_x, uv_y, sin20_y, bias]
Rationale: Higher frequency (20 vs 10) + vertical axis provides better
spatial discrimination for position encoding.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Parse v2 header (20 bytes) and read mip_level field.
Display mip_level in metadata panel, set UI dropdown on load.
Changes:
- parseWeights(): Handle v1 (16-byte) and v2 (20-byte) headers
- Read mip_level from header[4] for version 2
- Return mipLevel in parsed weights object
- updateWeightsPanel(): Display mip level in metadata
- loadWeights(): Set this.mipLevel and update UI dropdown
Backward compatible: v1 weights → mipLevel=0
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Refactoring:
- Extract FULLSCREEN_QUAD_VS shader (reused in mipmap, display, layer viz)
- Add helper methods: getDimensions(), setVideoControlsEnabled()
- Add section headers and improve code organization (~40 lines saved)
- Move Mip Level selector to bottom of left sidebar
- Remove "Features (p0-p3)" panel header
Features:
- Add video loop support (continuous playback)
Documentation:
- Update CNN_V2_WEB_TOOL.md with latest changes
- Document refactoring benefits and code organization
- Update UI layout section with current structure
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Add dropdown menu in left panel to select mip levels 0-2 for parametric features (p0-p3/RGBD). Uses trilinear filtering for smooth downsampling at higher mip levels.
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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Layer 0 now uses clamp [0,1] in both training and inference (was using ReLU in shaders).
- index.html: Add is_layer_0 flag to LayerParams, handle Layer 0 separately
- export_cnn_v2_shader.py: Generate correct activation for Layer 0
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Change Depth control from number input to slider (0-1 range)
- Move video controls to floating overlay at top of canvas
- Remove View mode indicator from header (shortcuts still work)
- Remove scrollbar from Layer Visualization panel
- Fix layer viz flickering during video playback
- Fix video controls responsiveness during playback
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Features:
- Video file support (MP4, WebM, etc.) via drag-and-drop
- Play/Pause button with non-realtime playback (drops frames if CNN slow)
- Frame-by-frame navigation (◄/► step buttons)
- Unified image/video processing through same CNN pipeline
- Audio muted (video frames only)
Optimizations:
- Layer visualization updates only on pause/seek (~5-10ms saved per frame)
Architecture:
- copyExternalImageToTexture() works with both ImageBitmap and HTMLVideoElement
- Video loading: wait for metadata → seek to frame 0 → wait for readyState≥2 (decoded)
- Playback loop: requestAnimationFrame with isProcessing guard prevents overlapping inference
- Controls always visible, disabled for images
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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UI Changes:
- Three-panel layout: left (weights), center (canvas), right (activations)
- Left sidebar: clickable weights drop zone, weights info, kernel visualization
- Right sidebar: 4 small activation views + large 4× zoom view
- Controls moved to header (inline with title)
Weights Visualization:
- Dedicated panel in left sidebar with layer buttons
- 1 pixel per weight (was 20px)
- All input channels horizontal, output channels stacked vertically
- Renders to separate canvas (not in activation grid)
Activation Viewer:
- 4 channels in horizontal row (was 2×2 grid)
- Mouse-driven zoom view below (32×32 area at 4× magnification)
- Zoom shows all 4 channels in 2×2 quadrant layout
- Removed activations/weights mode toggle
State Preservation:
- Blend changes preserve selected layer/channel
- Fixed activation view reset bug
Documentation:
- Updated README with new layout and feature descriptions
- Marked implemented features (weights viz, layer viewer)
- Updated size estimates (~22 KB total)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Fixed validation error where staticTex was used for both storage write
(in static compute pass) and texture read (in CNN bind group) within
same command encoder. Now uses layerTextures[0] for reading, which is
the copy destination and safe for read-only access.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Align layer naming with codebase: Layer 0/1/2 (not Layer 1/2/3)
- Split static features: Static 0-3 (p0-p3) and Static 4-7 (uv,sin,bias)
- Fix Layer 2 not appearing: removed isOutput filter from layerOutputs
- Fix canvas context switching: force clear before recreation
- Disable static buttons in weights mode
- Add ASCII pipeline diagram to CNN_V2.md
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Fixes test_assets.cc compilation by adding missing test asset IDs and
procedural generators. Test-specific code is protected with DEMO_STRIP_ALL
to exclude from release builds.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- tracker_compiler: Sort events by time before C++ generation (required
for runtime early-exit optimization)
- tracker.cc: Add FATAL_CHECK validating sorted events at init
- Add --check mode: Validate .track file without compiling
- Add --sanitize mode: Rewrite .track with sorted events and normalized
formatting
- Fix parser: Skip indented comment lines in patterns
All audio tests passing.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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**Architecture changes:**
- Static features (8D): p0-p3 (parametric) + uv_x, uv_y, sin(10×uv_x), bias
- Input RGBD (4D): fed separately to all layers
- All layers: uniform 12D→4D (4 prev/input + 8 static → 4 output)
- Bias integrated in static features (bias=False in PyTorch)
**Weight calculations:**
- 3 layers × (12 × 3×3 × 4) = 1296 weights
- f16: 2.6 KB (vs old variable arch: ~6.4 KB)
**Updated files:**
*Training (Python):*
- train_cnn_v2.py: Uniform model, takes input_rgbd + static_features
- export_cnn_v2_weights.py: Binary export for storage buffers
- export_cnn_v2_shader.py: Per-layer shader export (debugging)
*Shaders (WGSL):*
- cnn_v2_static.wgsl: p0-p3 parametric features (mips/gradients)
- cnn_v2_compute.wgsl: 12D input, 4D output, vec4 packing
*Tools:*
- HTML tool (cnn_v2_test): Updated for 12D→4D, layer visualization
*Docs:*
- CNN_V2.md: Updated architecture, training, validation sections
- HOWTO.md: Reference HTML tool for validation
*Removed:*
- validate_cnn_v2.sh: Obsolete (used CNN v1 tool)
All code consistent with bias=False (bias in static features as 1.0).
handoff(Claude): CNN v2 architecture finalized and documented
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- Rename 'Static (L0)' → 'Static' (clearer, less confusing)
- Update channel labels: 'R/G/B/D' → 'Ch0 (R)/Ch1 (G)/Ch2 (B)/Ch3 (D)'
- Add 'Layer' prefix in weights table for consistency
- Document layer indexing: Static + Layer 1,2,3... (UI) ↔ weights.layers[0,1,2...]
- Add explanatory notes about 7D input and 4-of-8 channel display
- Create doc/CNN_V2_BINARY_FORMAT.md with complete .bin specification
- Cross-reference spec in CNN_V2.md and CNN_V2_WEB_TOOL.md
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Features:
- Right sidebar with Layer Visualization (top) and Weights Info (collapsible, bottom)
- Activations mode: 4-channel grayscale views per layer (Static L0 + CNN layers)
- Weights mode: Kernel visualization with 2D canvas rendering
- Mode tabs to switch between activation and weight inspection
- Per-layer texture storage (separate from ping-pong compute buffers)
- Debug shader modes (UV gradient, raw packed data, unpacked f16)
- Comprehensive logging for diagnostics
Architecture:
- Persistent layerTextures[] for visualization (one per layer)
- Separate computeTextures[] for CNN ping-pong
- copyTextureToTexture after each layer pass
- Canvas recreation on mode switch (2D vs WebGPU context)
- Weight parsing with f16 unpacking and min/max calculation
Known Issues:
- Layer activations show black (texture data empty despite copies)
- Weight kernels not displaying (2D canvas renders not visible)
- Debug mode 10 (UV gradient) works, confirming texture access OK
- Root cause: likely GPU command ordering or texture usage flags
Documentation:
- Added doc/CNN_V2_WEB_TOOL.md with full status, architecture, debug steps
- Detailed issue tracking with investigation notes and next steps
Status: Infrastructure complete, debugging data flow issues.
handoff(Claude): Layer viz black due to empty textures despite copyTextureToTexture.
Weight viz black despite correct canvas setup. Both issues need GPU pipeline audit.
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Implements single-file HTML tool for rapid CNN weight validation:
Features:
- Drag-drop PNG images (whole window) and .bin weights
- Real-time WebGPU compute pipeline (static features + N layers)
- Data-driven execution (reads layer count from binary)
- View modes: CNN output / Original / Diff (×10)
- Blend slider (0.0-1.0) for effect strength
- Console log with timestamps
- Keyboard shortcuts: SPACE (original), D (diff)
Architecture:
- Embedded WGSL shaders (static + compute + display)
- Binary parser for .bin format (header + layer info + f16 weights)
- Persistent textures for view mode switching
- Absolute weight offset calculation (header + layer info skip)
Implementation notes:
- Weight offsets in binary are relative to weights section
- JavaScript precalculates absolute offsets: headerOffsetU32 * 2 + offset
- Matches C++ shader behavior (simple get_weight without offset param)
- Ping-pong textures for multi-layer processing
TODO:
- Side panel: .bin metadata, weight statistics, validation
- Layer inspection: R/G/B/A plane split, intermediate outputs
- Activation heatmaps for debugging
Files:
- tools/cnn_v2_test/index.html (24 KB, 730 lines)
- tools/cnn_v2_test/README.md (usage guide, troubleshooting)
handoff(Claude): CNN v2 HTML testing tool complete, documented TODOs for future enhancements
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Consolidate repeated timeline/resource analysis code to improve
maintainability and reduce duplication.
seq_compiler.cc changes:
- Extract timeline analysis (max time, sorting) into analyze_timeline()
- Extract sequence end calculation into get_sequence_end()
- Reduces ~45 lines of duplicate code
tracker_compiler.cc changes:
- Extract resource analysis into ResourceAnalysis struct
- Consolidate sample counting and recommendations
- Reduces ~75 lines of duplicate code
Both tools verified with successful builds.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Extract repeated logic into focused helper functions:
- ParseProceduralParams() - eliminates 2× duplicate parameter parsing
- ParseProceduralFunction() - unifies PROC() and PROC_GPU() handling
- ProcessMeshFile() - encapsulates 164-line mesh processing
- ProcessImageFile() - encapsulates image loading
Reduces 598→568 lines (-5%), improves readability, preserves behavior.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
EOF
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Eliminates 36 duplicate shader files across workspaces.
Structure:
- common/shaders/{math,render,compute}/ - Shared utilities (20 files)
- workspaces/*/shaders/ - Workspace-specific only
Changes:
- Created common/shaders/ with math, render, compute subdirectories
- Moved 20 common shaders from workspaces to common/
- Removed duplicates from test workspace
- Updated assets.txt: ../../common/shaders/ references
- Enhanced asset_packer.cc: filesystem path normalization for ../ resolution
Implementation: Option 1 from SHADER_REUSE_INVESTIGATION.md
- Single source of truth for common code
- Workspace references via relative paths
- Path normalization in asset packer
handoff(Claude): Common shader directory implemented
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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
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- 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>
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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>
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