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/particle_compute.wgsl | 2 ++ 1 file changed, 2 insertions(+) (limited to 'assets/final/shaders/particle_compute.wgsl') diff --git a/assets/final/shaders/particle_compute.wgsl b/assets/final/shaders/particle_compute.wgsl index f2f7ae3..38a95e1 100644 --- a/assets/final/shaders/particle_compute.wgsl +++ b/assets/final/shaders/particle_compute.wgsl @@ -7,6 +7,8 @@ struct Particle { struct CommonUniforms { resolution: vec2, + _pad0: f32, + _pad1: f32, aspect_ratio: f32, time: f32, beat: f32, -- cgit v1.2.3