From de9bc553ed0e8bda42057ac441936c20a8185f60 Mon Sep 17 00:00:00 2001 From: skal Date: Sat, 21 Feb 2026 09:44:17 +0100 Subject: refactor(wgsl): Use vec*f alias for vector types Replaces all instances of `vec` with the more concise `vec*f` alias (e.g., `vec3f`) across all `.wgsl` shaders. This improves readability and aligns with common graphics programming conventions. Also adds a new coding style rule to `doc/CODING_STYLE.md` to enforce this standard going forward. Finally, this commit fixes a build error in `test_effect_base.cc` by replacing a call to the non-existent `wgpuDeviceTick` with `wgpuDevicePoll`, which resolves the test failure. --- cnn_v2/shaders/cnn_v2_compute.wgsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'cnn_v2/shaders') diff --git a/cnn_v2/shaders/cnn_v2_compute.wgsl b/cnn_v2/shaders/cnn_v2_compute.wgsl index cdbfd74..c788f69 100644 --- a/cnn_v2/shaders/cnn_v2_compute.wgsl +++ b/cnn_v2/shaders/cnn_v2_compute.wgsl @@ -132,7 +132,7 @@ fn main(@builtin(global_invocation_id) id: vec3) { // Blend with original on final layer if (is_output) { let original = textureLoad(original_input, coord, 0).rgb; - let result_rgb = vec3(output.x, output.y, output.z); + let result_rgb = vec3f(output.x, output.y, output.z); let blended = mix(original, result_rgb, params.blend_amount); output.x = blended.r; output.y = blended.g; -- cgit v1.2.3