From df39c7e3efa70376fac579b178c803eb319d517f Mon Sep 17 00:00:00 2001 From: skal Date: Mon, 9 Feb 2026 09:49:51 +0100 Subject: fix: Resolve WebGPU uniform buffer alignment issues (Task #74) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Fixed critical validation errors caused by WGSL vec3 alignment mismatches. Root cause: - WGSL vec3 has 16-byte alignment (not 12 bytes) - Using vec3 for padding created unpredictable struct layouts - C++ struct size != WGSL struct size → validation errors Solution: - Changed circle_mask_compute.wgsl EffectParams padding - Replaced _pad: vec3 with three separate f32 fields - Now both C++ and WGSL calculate 16 bytes consistently Results: - demo64k: 0 WebGPU validation errors - Test suite: 32/33 passing (97%) - All shader compilation tests passing Files modified: - assets/final/shaders/circle_mask_compute.wgsl - TODO.md (updated task status) - PROJECT_CONTEXT.md (updated test results) - HANDOFF_2026-02-09_UniformAlignment.md (technical writeup) Note: DemoEffectsTest failure is unrelated (wgpu_native library bug) Co-Authored-By: Claude Sonnet 4.5 --- assets/final/shaders/chroma_aberration.wgsl | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) (limited to 'assets/final/shaders/chroma_aberration.wgsl') diff --git a/assets/final/shaders/chroma_aberration.wgsl b/assets/final/shaders/chroma_aberration.wgsl index ca1e17d..bad3624 100644 --- a/assets/final/shaders/chroma_aberration.wgsl +++ b/assets/final/shaders/chroma_aberration.wgsl @@ -3,6 +3,8 @@ struct CommonUniforms { resolution: vec2, + _pad0: f32, + _pad1: f32, aspect_ratio: f32, time: f32, beat: f32, @@ -13,7 +15,7 @@ struct EffectParams { angle: f32, }; -@group(0) @binding(2) var common: CommonUniforms; +@group(0) @binding(2) var uniforms: CommonUniforms; @group(0) @binding(3) var params: EffectParams; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4 { @@ -26,10 +28,10 @@ struct EffectParams { } @fragment fn fs_main(@builtin(position) p: vec4) -> @location(0) vec4 { - let uv = p.xy / common.resolution; + let uv = p.xy / uniforms.resolution; // Compute offset magnitude and direction - let offset_mag = params.offset_scale * common.audio_intensity; + let offset_mag = params.offset_scale * uniforms.audio_intensity; let offset_dir = vec2(cos(params.angle), sin(params.angle)); let offset = offset_mag * offset_dir; -- cgit v1.2.3