From 1b6f3a1273dd7552098d0e634b85ed16e72aabfe Mon Sep 17 00:00:00 2001 From: skal Date: Thu, 12 Feb 2026 00:47:57 +0100 Subject: docs: complete beat-based timing documentation Updated all affected documentation files: - UNIFORM_BUFFER_GUIDELINES.md: New CommonUniforms example - ARCHITECTURE.md: Beat-based timing section - EFFECT_WORKFLOW.md: Available uniforms reference - CONTRIBUTING.md: Updated uniform buffer checklist handoff(Claude): Beat-based timing system fully implemented and documented. Co-Authored-By: Claude Sonnet 4.5 --- doc/CONTRIBUTING.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'doc/CONTRIBUTING.md') diff --git a/doc/CONTRIBUTING.md b/doc/CONTRIBUTING.md index 98df873..d7ef88a 100644 --- a/doc/CONTRIBUTING.md +++ b/doc/CONTRIBUTING.md @@ -153,8 +153,8 @@ To ensure consistency and prevent alignment-related issues: 2. **Mirror in C++:** Create corresponding C++ structs that mirror WGSL definitions. 3. **`static_assert` for Size:** Every C++ struct must have a `static_assert` verifying size matches WGSL. 4. **Standard Bindings:** - - **Binding 2:** Always use `CommonPostProcessUniforms` for per-frame data (resolution, time, beat). + - **Binding 2:** Always use `CommonPostProcessUniforms` for per-frame data (resolution, time, beat_time, beat_phase, audio_intensity). - **Binding 3:** Use effect-specific parameter structs for unique data. -5. **Shader Consistency:** Ensure WGSL shaders correctly declare uniforms at specified bindings. +5. **Shader Consistency:** Use `ShaderComposer` to include `common_uniforms` snippet. Reference `CommonUniforms` struct in WGSL shaders. 6. **Validation Script:** Run `tools/validate_uniforms.py` to catch discrepancies. -7. **Documentation:** Refer to `doc/UNIFORM_BUFFER_GUIDELINES.md` for detailed alignment rules. +7. **Documentation:** Refer to `doc/UNIFORM_BUFFER_GUIDELINES.md` for detailed alignment rules and `doc/BEAT_TIMING.md` for timing usage. -- cgit v1.2.3