From 50350344d289c3389161cd6914c57f88d1a04dcc Mon Sep 17 00:00:00 2001 From: skal Date: Tue, 17 Feb 2026 08:12:05 +0100 Subject: refactor: move shaders.{h,cc} to src/effects and remove v2 suffix - 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 --- cmake/DemoSourceLists.cmake | 2 +- src/effects/flash_effect.cc | 2 +- src/effects/gaussian_blur_effect.cc | 6 +- src/effects/heptagon_effect.cc | 8 +- src/effects/particles_effect.cc | 6 +- src/effects/passthrough_effect.cc | 6 +- src/effects/placeholder_effect.cc | 8 +- src/effects/rotating_cube_effect.cc | 8 +- src/effects/shaders.cc | 109 ++++++++++++++++++ src/effects/shaders.h | 25 +++++ src/gpu/demo_effects.h | 2 +- src/gpu/gpu.cc | 2 +- src/gpu/shaders.cc | 184 ------------------------------- src/gpu/shaders.h | 39 ------- src/tests/3d/test_3d_physics.cc | 2 +- src/tests/3d/test_3d_render.cc | 2 +- src/tests/3d/test_mesh.cc | 2 +- src/tests/gpu/test_noise_functions.cc | 2 +- src/tests/gpu/test_sequence_e2e.cc | 2 +- src/tests/gpu/test_shader_compilation.cc | 2 +- tools/cnn_test.cc | 2 +- tools/shadertoy/convert_shadertoy.py | 4 +- 22 files changed, 168 insertions(+), 257 deletions(-) create mode 100644 src/effects/shaders.cc create mode 100644 src/effects/shaders.h delete mode 100644 src/gpu/shaders.cc delete mode 100644 src/gpu/shaders.h diff --git a/cmake/DemoSourceLists.cmake b/cmake/DemoSourceLists.cmake index 3c162e9..0f5ac8c 100644 --- a/cmake/DemoSourceLists.cmake +++ b/cmake/DemoSourceLists.cmake @@ -43,7 +43,7 @@ set(COMMON_GPU_EFFECTS # cnn_v1/src/cnn_v1_effect.cc # cnn_v2/src/cnn_v2_effect.cc src/gpu/post_process_helper.cc - src/gpu/shaders.cc + src/effects/shaders.cc src/gpu/shader_composer.cc src/gpu/texture_manager.cc src/gpu/texture_readback.cc diff --git a/src/effects/flash_effect.cc b/src/effects/flash_effect.cc index 787e33d..9f0a6fa 100644 --- a/src/effects/flash_effect.cc +++ b/src/effects/flash_effect.cc @@ -3,7 +3,7 @@ #include "effects/flash_effect.h" #include "gpu/post_process_helper.h" -#include "gpu/shaders.h" +#include "effects/shaders.h" #include "util/fatal_error.h" Flash::Flash(const GpuContext& ctx, diff --git a/src/effects/gaussian_blur_effect.cc b/src/effects/gaussian_blur_effect.cc index f2e0197..d163e51 100644 --- a/src/effects/gaussian_blur_effect.cc +++ b/src/effects/gaussian_blur_effect.cc @@ -1,9 +1,9 @@ -// Gaussian blur effect v2 implementation +// Gaussian blur effect implementation #include "effects/gaussian_blur_effect.h" #include "util/fatal_error.h" #include "gpu/post_process_helper.h" -#include "gpu/shaders.h" +#include "effects/shaders.h" GaussianBlur::GaussianBlur(const GpuContext& ctx, const std::vector& inputs, @@ -15,7 +15,7 @@ GaussianBlur::GaussianBlur(const GpuContext& ctx, // Create pipeline pipeline_ = create_post_process_pipeline(ctx_.device, WGPUTextureFormat_RGBA8Unorm, - gaussian_blur_v2_shader_wgsl); + gaussian_blur_shader_wgsl); // Create sampler WGPUSamplerDescriptor sampler_desc = {}; diff --git a/src/effects/heptagon_effect.cc b/src/effects/heptagon_effect.cc index 1bc9d06..20761dc 100644 --- a/src/effects/heptagon_effect.cc +++ b/src/effects/heptagon_effect.cc @@ -1,10 +1,10 @@ -// Heptagon effect v2 implementation +// Heptagon effect implementation #include "effects/heptagon_effect.h" #include "util/fatal_error.h" #include "gpu/gpu.h" #include "gpu/post_process_helper.h" -#include "gpu/shaders.h" +#include "effects/shaders.h" Heptagon::Heptagon(const GpuContext& ctx, const std::vector& inputs, @@ -16,9 +16,9 @@ Heptagon::Heptagon(const GpuContext& ctx, // Init uniforms uniforms_buffer_.init(ctx_.device); - // Create pipeline (standard v2 post-process, no depth) + // Create pipeline (standard post-process, no depth) pipeline_ = create_post_process_pipeline(ctx_.device, WGPUTextureFormat_RGBA8Unorm, - heptagon_v2_shader_wgsl); + heptagon_shader_wgsl); // Create dummy sampler (scene effects don't use texture input) WGPUSamplerDescriptor sampler_desc = {}; diff --git a/src/effects/particles_effect.cc b/src/effects/particles_effect.cc index f93133f..7a8d94d 100644 --- a/src/effects/particles_effect.cc +++ b/src/effects/particles_effect.cc @@ -4,7 +4,7 @@ #include "util/fatal_error.h" #include "effects/particles_effect.h" #include "gpu/gpu.h" -#include "gpu/shaders.h" +#include "effects/shaders.h" #include Particles::Particles(const GpuContext& ctx, @@ -49,7 +49,7 @@ Particles::Particles(const GpuContext& ctx, ResourceBinding compute_bindings[] = { {particles_buffer_, WGPUBufferBindingType_Storage}, {uniforms_.get(), WGPUBufferBindingType_Uniform}}; - compute_pass_ = gpu_create_compute_pass(ctx_.device, particle_compute_v2_wgsl, + compute_pass_ = gpu_create_compute_pass(ctx_.device, particle_compute_wgsl, compute_bindings, 2); compute_pass_.workgroup_size_x = (NUM_PARTICLES + 63) / 64; @@ -58,7 +58,7 @@ Particles::Particles(const GpuContext& ctx, {particles_buffer_, WGPUBufferBindingType_ReadOnlyStorage}, {uniforms_.get(), WGPUBufferBindingType_Uniform}}; render_pass_ = gpu_create_render_pass(ctx_.device, WGPUTextureFormat_RGBA8Unorm, - particle_render_v2_wgsl, render_bindings, 2); + particle_render_wgsl, render_bindings, 2); render_pass_.vertex_count = 6; render_pass_.instance_count = NUM_PARTICLES; } diff --git a/src/effects/passthrough_effect.cc b/src/effects/passthrough_effect.cc index 7c1cf09..94da241 100644 --- a/src/effects/passthrough_effect.cc +++ b/src/effects/passthrough_effect.cc @@ -1,9 +1,9 @@ -// Passthrough effect v2 implementation +// Passthrough effect implementation #include "effects/passthrough_effect.h" #include "util/fatal_error.h" #include "gpu/post_process_helper.h" -#include "gpu/shaders.h" +#include "effects/shaders.h" Passthrough::Passthrough(const GpuContext& ctx, const std::vector& inputs, @@ -17,7 +17,7 @@ Passthrough::Passthrough(const GpuContext& ctx, uniforms_buffer_.init(ctx_.device); // Create pipeline (simple version without effect params) pipeline_ = create_post_process_pipeline_simple(ctx_.device, WGPUTextureFormat_RGBA8Unorm, - passthrough_v2_shader_wgsl); + passthrough_shader_wgsl); // Create sampler WGPUSamplerDescriptor sampler_desc = {}; diff --git a/src/effects/placeholder_effect.cc b/src/effects/placeholder_effect.cc index 6127e0c..73ee5a8 100644 --- a/src/effects/placeholder_effect.cc +++ b/src/effects/placeholder_effect.cc @@ -1,9 +1,9 @@ -// Placeholder effect v2 implementation - logs TODO warning once +// Placeholder effect implementation - logs TODO warning once #include "effects/placeholder_effect.h" #include "util/fatal_error.h" #include "gpu/post_process_helper.h" -#include "gpu/shaders.h" +#include "effects/shaders.h" #include Placeholder::Placeholder(const GpuContext& ctx, @@ -13,14 +13,14 @@ Placeholder::Placeholder(const GpuContext& ctx, : Effect(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr), sampler_(nullptr), name_(placeholder_name) { // Log once on construction - fprintf(stderr, "TODO: %s not yet ported to v2, using passthrough\n", name_); + fprintf(stderr, "TODO: %s not yet implemented, using passthrough\n", name_); // Headless mode: skip GPU resource creation (compiled out in STRIP_ALL) HEADLESS_RETURN_IF_NULL(ctx_.device); uniforms_buffer_.init(ctx_.device); pipeline_ = create_post_process_pipeline(ctx_.device, WGPUTextureFormat_RGBA8Unorm, - passthrough_v2_shader_wgsl); + passthrough_shader_wgsl); WGPUSamplerDescriptor sampler_desc = {}; sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge; diff --git a/src/effects/rotating_cube_effect.cc b/src/effects/rotating_cube_effect.cc index a91bc78..c892dfe 100644 --- a/src/effects/rotating_cube_effect.cc +++ b/src/effects/rotating_cube_effect.cc @@ -1,11 +1,11 @@ // This file is part of the 64k demo project. -// It implements RotatingCube (simplified v2 port). +// It implements RotatingCube. #include "util/fatal_error.h" #include "effects/rotating_cube_effect.h" #include "gpu/bind_group_builder.h" #include "gpu/gpu.h" -#include "gpu/shaders.h" +#include "effects/shaders.h" RotatingCube::RotatingCube(const GpuContext& ctx, const std::vector& inputs, @@ -39,10 +39,10 @@ RotatingCube::RotatingCube(const GpuContext& ctx, WGPUPipelineLayout pipeline_layout = wgpuDeviceCreatePipelineLayout(ctx_.device, &pl_desc); - // Load shader (TODO: create rotating_cube_v2.wgsl) + // Load shader WGPUShaderSourceWGSL wgsl_src = {}; wgsl_src.chain.sType = WGPUSType_ShaderSourceWGSL; - wgsl_src.code = str_view(rotating_cube_v2_wgsl); + wgsl_src.code = str_view(rotating_cube_wgsl); WGPUShaderModuleDescriptor shader_desc = {}; shader_desc.nextInChain = &wgsl_src.chain; diff --git a/src/effects/shaders.cc b/src/effects/shaders.cc new file mode 100644 index 0000000..a9a82de --- /dev/null +++ b/src/effects/shaders.cc @@ -0,0 +1,109 @@ +// This file is part of the 64k demo project. +// It defines WGSL shader code for various effects. + +#include "effects/shaders.h" +#include "gpu/shader_composer.h" +#include "util/asset_manager.h" + +#if defined(USE_TEST_ASSETS) +#include "test_assets.h" +#else +#include "generated/assets.h" +#endif + +void InitShaderComposer() { + auto& sc = ShaderComposer::Get(); + + auto register_if_exists = [&](const char* name, AssetId id) { + size_t size; + + const char* data = (const char*)GetAsset(id, &size); + + if (data) { + sc.RegisterSnippet(name, std::string(data, size)); + } + }; + + register_if_exists("common_uniforms", AssetId::ASSET_SHADER_COMMON_UNIFORMS); + register_if_exists("sequence_uniforms", + AssetId::ASSET_SHADER_SEQUENCE_V2_UNIFORMS); + register_if_exists("postprocess_inline", + AssetId::ASSET_SHADER_POSTPROCESS_INLINE); + // register_if_exists("camera_common", AssetId::ASSET_SHADER_CAMERA_COMMON); + register_if_exists("math/sdf_shapes", AssetId::ASSET_SHADER_MATH_SDF_SHAPES); + register_if_exists("math/sdf_utils", AssetId::ASSET_SHADER_MATH_SDF_UTILS); + register_if_exists("math/common_utils", + AssetId::ASSET_SHADER_MATH_COMMON_UTILS); + register_if_exists("math/noise", AssetId::ASSET_SHADER_MATH_NOISE); + register_if_exists("render/shadows", AssetId::ASSET_SHADER_RENDER_SHADOWS); + register_if_exists("render/scene_query_bvh", + AssetId::ASSET_SHADER_RENDER_SCENE_QUERY_BVH); + register_if_exists("render/scene_query_linear", + AssetId::ASSET_SHADER_RENDER_SCENE_QUERY_LINEAR); + register_if_exists("render/lighting_utils", + AssetId::ASSET_SHADER_RENDER_LIGHTING_UTILS); + register_if_exists("render/mesh", AssetId::ASSET_SHADER_MESH); + + register_if_exists("math/sdf_shapes", AssetId::ASSET_SHADER_SDF_SHAPES); + + register_if_exists("lighting", AssetId::ASSET_SHADER_LIGHTING); + + register_if_exists("ray_box", AssetId::ASSET_SHADER_RAY_BOX); + register_if_exists("ray_triangle", AssetId::ASSET_SHADER_RAY_TRIANGLE); + + register_if_exists("render/fullscreen_vs", + AssetId::ASSET_SHADER_RENDER_FULLSCREEN_VS); + register_if_exists("math/color", AssetId::ASSET_SHADER_MATH_COLOR); + register_if_exists("math/utils", AssetId::ASSET_SHADER_MATH_UTILS); + register_if_exists("render/raymarching", + AssetId::ASSET_SHADER_RENDER_RAYMARCHING); + + // CNN shaders (workspace-specific) + // register_if_exists("cnn_activation", AssetId::ASSET_SHADER_CNN_ACTIVATION); + // register_if_exists("cnn_conv1x1", AssetId::ASSET_SHADER_CNN_CONV1X1); + // register_if_exists("cnn_conv3x3", AssetId::ASSET_SHADER_CNN_CONV3X3); + // register_if_exists("cnn_conv5x5", AssetId::ASSET_SHADER_CNN_CONV5X5); + // register_if_exists("cnn_conv7x7", AssetId::ASSET_SHADER_CNN_CONV7X7); + // register_if_exists("cnn_weights_generated", + // AssetId::ASSET_SHADER_CNN_WEIGHTS); + +#if !defined(STRIP_ALL) + sc.VerifyIncludes(); +#endif +} + +// Helper to get asset string or empty string +static const char* SafeGetAsset(AssetId id) { + const uint8_t* data = GetAsset(id); + return data ? (const char*)data : ""; +} + +// Effect shaders +const char* passthrough_shader_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_PASSTHROUGH_V2); +const char* gaussian_blur_shader_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_GAUSSIAN_BLUR_V2); +const char* heptagon_shader_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_HEPTAGON_V2); +const char* particle_compute_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_COMPUTE); +const char* particle_render_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_RENDER); +const char* rotating_cube_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_ROTATING_CUBE_V2); +const char* flash_shader_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_FLASH); + +// Compute shaders +const char* gen_noise_compute_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_NOISE); +const char* gen_perlin_compute_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_PERLIN); +const char* gen_grid_compute_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_GRID); +#if !defined(STRIP_GPU_COMPOSITE) +const char* gen_blend_compute_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_BLEND); +const char* gen_mask_compute_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_MASK); +#endif diff --git a/src/effects/shaders.h b/src/effects/shaders.h new file mode 100644 index 0000000..b8700f5 --- /dev/null +++ b/src/effects/shaders.h @@ -0,0 +1,25 @@ +// This file is part of the 64k demo project. +// It declares the WGSL shader strings and initialization function. + +#pragma once + +// Initializes the ShaderComposer with snippet assets. +void InitShaderComposer(); + +// Effect shaders +extern const char* passthrough_shader_wgsl; +extern const char* gaussian_blur_shader_wgsl; +extern const char* heptagon_shader_wgsl; +extern const char* particle_compute_wgsl; +extern const char* particle_render_wgsl; +extern const char* rotating_cube_wgsl; +extern const char* flash_shader_wgsl; + +// Compute shaders +extern const char* gen_noise_compute_wgsl; +extern const char* gen_perlin_compute_wgsl; +extern const char* gen_grid_compute_wgsl; +#if !defined(STRIP_GPU_COMPOSITE) +extern const char* gen_blend_compute_wgsl; +extern const char* gen_mask_compute_wgsl; +#endif diff --git a/src/gpu/demo_effects.h b/src/gpu/demo_effects.h index 999deb1..d98045e 100644 --- a/src/gpu/demo_effects.h +++ b/src/gpu/demo_effects.h @@ -12,7 +12,7 @@ #include "gpu/effect.h" #include "gpu/post_process_helper.h" #include "gpu/sequence.h" -#include "gpu/shaders.h" +#include "effects/shaders.h" #include "gpu/texture_manager.h" #include "gpu/uniform_helper.h" diff --git a/src/gpu/gpu.cc b/src/gpu/gpu.cc index 805e555..9955169 100644 --- a/src/gpu/gpu.cc +++ b/src/gpu/gpu.cc @@ -5,7 +5,7 @@ #include "gpu.h" #include "generated/timeline.h" #include "gpu/shader_composer.h" -#include "gpu/shaders.h" +#include "effects/shaders.h" #include "platform/platform.h" #include diff --git a/src/gpu/shaders.cc b/src/gpu/shaders.cc deleted file mode 100644 index 4017726..0000000 --- a/src/gpu/shaders.cc +++ /dev/null @@ -1,184 +0,0 @@ -// This file is part of the 64k demo project. -// It defines WGSL shader code for various effects. - -#include "demo_effects.h" - -#if defined(USE_TEST_ASSETS) - -#include "test_assets.h" - -#else - -#include "generated/assets.h" - -#endif - -#include "gpu/shader_composer.h" - -#include "util/asset_manager.h" - -void InitShaderComposer() { - auto& sc = ShaderComposer::Get(); - - auto register_if_exists = [&](const char* name, AssetId id) { - size_t size; - - const char* data = (const char*)GetAsset(id, &size); - - if (data) { - sc.RegisterSnippet(name, std::string(data, size)); - } - }; - - register_if_exists("common_uniforms", AssetId::ASSET_SHADER_COMMON_UNIFORMS); - register_if_exists("sequence_uniforms", - AssetId::ASSET_SHADER_SEQUENCE_V2_UNIFORMS); - register_if_exists("postprocess_inline", - AssetId::ASSET_SHADER_POSTPROCESS_INLINE); - // register_if_exists("camera_common", AssetId::ASSET_SHADER_CAMERA_COMMON); - register_if_exists("math/sdf_shapes", AssetId::ASSET_SHADER_MATH_SDF_SHAPES); - register_if_exists("math/sdf_utils", AssetId::ASSET_SHADER_MATH_SDF_UTILS); - register_if_exists("math/common_utils", - AssetId::ASSET_SHADER_MATH_COMMON_UTILS); - register_if_exists("math/noise", AssetId::ASSET_SHADER_MATH_NOISE); - register_if_exists("render/shadows", AssetId::ASSET_SHADER_RENDER_SHADOWS); - register_if_exists("render/scene_query_bvh", - AssetId::ASSET_SHADER_RENDER_SCENE_QUERY_BVH); - register_if_exists("render/scene_query_linear", - AssetId::ASSET_SHADER_RENDER_SCENE_QUERY_LINEAR); - register_if_exists("render/lighting_utils", - AssetId::ASSET_SHADER_RENDER_LIGHTING_UTILS); - register_if_exists("render/mesh", AssetId::ASSET_SHADER_MESH); - - register_if_exists("math/sdf_shapes", AssetId::ASSET_SHADER_SDF_SHAPES); - - register_if_exists("lighting", AssetId::ASSET_SHADER_LIGHTING); - - register_if_exists("ray_box", AssetId::ASSET_SHADER_RAY_BOX); - register_if_exists("ray_triangle", AssetId::ASSET_SHADER_RAY_TRIANGLE); - - register_if_exists("render/fullscreen_vs", - AssetId::ASSET_SHADER_RENDER_FULLSCREEN_VS); - register_if_exists("math/color", AssetId::ASSET_SHADER_MATH_COLOR); - register_if_exists("math/utils", AssetId::ASSET_SHADER_MATH_UTILS); - register_if_exists("render/raymarching", - AssetId::ASSET_SHADER_RENDER_RAYMARCHING); - - // CNN shaders (workspace-specific) - // register_if_exists("cnn_activation", AssetId::ASSET_SHADER_CNN_ACTIVATION); - // register_if_exists("cnn_conv1x1", AssetId::ASSET_SHADER_CNN_CONV1X1); - // register_if_exists("cnn_conv3x3", AssetId::ASSET_SHADER_CNN_CONV3X3); - // register_if_exists("cnn_conv5x5", AssetId::ASSET_SHADER_CNN_CONV5X5); - // register_if_exists("cnn_conv7x7", AssetId::ASSET_SHADER_CNN_CONV7X7); - // register_if_exists("cnn_weights_generated", - // AssetId::ASSET_SHADER_CNN_WEIGHTS); - -#if !defined(STRIP_ALL) - sc.VerifyIncludes(); -#endif -} - -// Helper to get asset string or empty string - -static const char* SafeGetAsset(AssetId id) { - const uint8_t* data = GetAsset(id); - - return data ? (const char*)data : ""; -} - -const char* main_shader_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_MAIN); - -const char* particle_compute_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_COMPUTE); - -const char* particle_render_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_RENDER); - -const char* passthrough_shader_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_PASSTHROUGH); - -const char* ellipse_shader_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_ELLIPSE); - -const char* particle_spray_compute_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_SPRAY_COMPUTE); - -const char* gaussian_blur_shader_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_GAUSSIAN_BLUR); - -const char* solarize_shader_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_SOLARIZE); - -// const char* scene1_shader_wgsl = -// SafeGetAsset(AssetId::ASSET_SHADER_SCENE1); - -// const char* sdf_test_shader_wgsl = -// SafeGetAsset(AssetId::ASSET_SHADER_SDF_TEST); - -const char* distort_shader_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_DISTORT); - -const char* chroma_aberration_shader_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_CHROMA_ABERRATION); - -// const char* cnn_layer_shader_wgsl = -// SafeGetAsset(AssetId::ASSET_SHADER_CNN_LAYER); - -const char* gen_noise_compute_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_NOISE); - -const char* gen_perlin_compute_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_PERLIN); - -const char* gen_grid_compute_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_GRID); - -#if !defined(STRIP_GPU_COMPOSITE) -const char* gen_blend_compute_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_BLEND); - -const char* gen_mask_compute_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_MASK); -#endif - -const char* vignette_shader_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_VIGNETTE); - -// Sequence v2 shaders -const char* passthrough_v2_shader_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_PASSTHROUGH_V2); - -const char* gaussian_blur_v2_shader_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_GAUSSIAN_BLUR_V2); - -const char* heptagon_v2_shader_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_HEPTAGON_V2); - -const char* particle_compute_v2_wgsl = - SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_COMPUTE); - -const char* particle_render_v2_wgsl = - SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_RENDER); - -const char* rotating_cube_v2_wgsl = - SafeGetAsset(AssetId::ASSET_SHADER_ROTATING_CUBE_V2); - -const char* flash_shader_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_FLASH); diff --git a/src/gpu/shaders.h b/src/gpu/shaders.h deleted file mode 100644 index 4fee863..0000000 --- a/src/gpu/shaders.h +++ /dev/null @@ -1,39 +0,0 @@ -// This file is part of the 64k demo project. -// It declares the WGSL shader strings and initialization function. - -#pragma once - -// Initializes the ShaderComposer with snippet assets. -void InitShaderComposer(); - -// Shader declarations (defined in shaders.cc) -extern const char* main_shader_wgsl; -extern const char* particle_compute_wgsl; -extern const char* particle_render_wgsl; -extern const char* passthrough_shader_wgsl; -extern const char* ellipse_shader_wgsl; -extern const char* particle_spray_compute_wgsl; -extern const char* gaussian_blur_shader_wgsl; -extern const char* solarize_shader_wgsl; -extern const char* scene1_shader_wgsl; -extern const char* sdf_test_shader_wgsl; -extern const char* distort_shader_wgsl; -extern const char* chroma_aberration_shader_wgsl; -extern const char* vignette_shader_wgsl; -extern const char* cnn_layer_shader_wgsl; -extern const char* gen_noise_compute_wgsl; -extern const char* gen_perlin_compute_wgsl; -extern const char* gen_grid_compute_wgsl; -#if !defined(STRIP_GPU_COMPOSITE) -extern const char* gen_blend_compute_wgsl; -extern const char* gen_mask_compute_wgsl; -#endif - -// Sequence v2 shaders -extern const char* passthrough_v2_shader_wgsl; -extern const char* gaussian_blur_v2_shader_wgsl; -extern const char* heptagon_v2_shader_wgsl; -extern const char* particle_compute_v2_wgsl; -extern const char* particle_render_v2_wgsl; -extern const char* rotating_cube_v2_wgsl; -extern const char* flash_shader_wgsl; diff --git a/src/tests/3d/test_3d_physics.cc b/src/tests/3d/test_3d_physics.cc index 26b9bfa..7858f2f 100644 --- a/src/tests/3d/test_3d_physics.cc +++ b/src/tests/3d/test_3d_physics.cc @@ -9,7 +9,7 @@ #include "3d/renderer.h" #include "3d/renderer_helpers.h" #include "3d/scene.h" -#include "gpu/shaders.h" +#include "effects/shaders.h" #include "gpu/texture_manager.h" #include "platform/platform.h" #include "procedural/generator.h" diff --git a/src/tests/3d/test_3d_render.cc b/src/tests/3d/test_3d_render.cc index 9398649..f802a40 100644 --- a/src/tests/3d/test_3d_render.cc +++ b/src/tests/3d/test_3d_render.cc @@ -8,7 +8,7 @@ #include "3d/renderer_helpers.h" #include "3d/scene.h" #include "generated/assets.h" -#include "gpu/shaders.h" +#include "effects/shaders.h" #include "gpu/texture_manager.h" #include "platform/platform.h" #include "procedural/generator.h" diff --git a/src/tests/3d/test_mesh.cc b/src/tests/3d/test_mesh.cc index 2a13125..746cfb1 100644 --- a/src/tests/3d/test_mesh.cc +++ b/src/tests/3d/test_mesh.cc @@ -7,7 +7,7 @@ #include "3d/renderer.h" #include "3d/renderer_helpers.h" #include "3d/scene.h" -#include "gpu/shaders.h" +#include "effects/shaders.h" #include "gpu/texture_manager.h" #include "platform/platform.h" #include "procedural/generator.h" diff --git a/src/tests/gpu/test_noise_functions.cc b/src/tests/gpu/test_noise_functions.cc index eddd88e..4e1791f 100644 --- a/src/tests/gpu/test_noise_functions.cc +++ b/src/tests/gpu/test_noise_functions.cc @@ -3,7 +3,7 @@ #include "generated/assets.h" #include "gpu/shader_composer.h" -#include "gpu/shaders.h" +#include "effects/shaders.h" #include #include #include diff --git a/src/tests/gpu/test_sequence_e2e.cc b/src/tests/gpu/test_sequence_e2e.cc index 46c6ec1..6ae82bd 100644 --- a/src/tests/gpu/test_sequence_e2e.cc +++ b/src/tests/gpu/test_sequence_e2e.cc @@ -6,7 +6,7 @@ #include "effects/gaussian_blur_effect.h" #include "effects/heptagon_effect.h" #include "effects/passthrough_effect.h" -#include "gpu/shaders.h" +#include "effects/shaders.h" #include "tests/common/webgpu_test_fixture.h" #include #include diff --git a/src/tests/gpu/test_shader_compilation.cc b/src/tests/gpu/test_shader_compilation.cc index 3a7c2cf..3f2219d 100644 --- a/src/tests/gpu/test_shader_compilation.cc +++ b/src/tests/gpu/test_shader_compilation.cc @@ -7,7 +7,7 @@ #include "generated/assets.h" #include "gpu/shader_composer.h" -#include "gpu/shaders.h" +#include "effects/shaders.h" #include "platform/platform.h" #include #include diff --git a/tools/cnn_test.cc b/tools/cnn_test.cc index a209cdf..2f7168e 100644 --- a/tools/cnn_test.cc +++ b/tools/cnn_test.cc @@ -12,7 +12,7 @@ #include "gpu/post_process_helper.h" #include "gpu/sampler_cache.h" #include "gpu/shader_composer.h" -#include "gpu/shaders.h" +#include "effects/shaders.h" #include "gpu/texture_readback.h" #include "platform/platform.h" #include "tests/common/offscreen_render_target.h" diff --git a/tools/shadertoy/convert_shadertoy.py b/tools/shadertoy/convert_shadertoy.py index ad4c310..362de6c 100755 --- a/tools/shadertoy/convert_shadertoy.py +++ b/tools/shadertoy/convert_shadertoy.py @@ -370,10 +370,10 @@ def main(): print(f" SHADER_{upper_name}, NONE, shaders/{snake_name}.wgsl, \"{effect_name} effect\"") print() print() - print("2. Add shader declaration to src/gpu/shaders.h:") + print("2. Add shader declaration to src/effects/shaders.h:") print(f" extern const char* {snake_name}_shader_wgsl;") print() - print("3. Add shader definition to src/gpu/shaders.cc:") + print("3. Add shader definition to src/effects/shaders.cc:") print(f" const char* {snake_name}_shader_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_{upper_name});") print() print("4. Include header in src/gpu/demo_effects.h:") -- cgit v1.2.3