| Age | Commit message (Collapse) | Author |
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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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[ 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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Running test suite...
Test project /Users/skal/demo/build
Start 1: HammingWindowTest
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Start 8: AudioGenTest
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Start 12: WavDumpBackendTest
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Start 14: TrackerTimingTest
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Start 15: VariableTempoTest
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Start 16: TrackerSystemTest
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Start 17: AudioEngineTest
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Start 18: ShaderAssetValidation
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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
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Start 24: ProceduralGenTest
24/34 Test #24: ProceduralGenTest ................ Passed 0.01 sec
Start 25: PhysicsTest
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Start 29: EffectBaseTest
29/34 Test #29: EffectBaseTest ................... Passed 0.04 sec
Start 30: DemoEffectsTest
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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...
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--- 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
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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)
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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.
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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
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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
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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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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>
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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>
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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>
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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>
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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>
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