From af5d0e4c3a6cb773a4fb51ac32f4c33a7f8d8224 Mon Sep 17 00:00:00 2001 From: skal Date: Mon, 16 Feb 2026 11:54:46 +0100 Subject: feat(sequence): complete v2 migration with DAG-based routing Phase 4 complete: V1 system removed, v2 fully operational. Architecture Changes: - Explicit Node system with typed buffers (u8x4_norm, f32x4, depth24) - DAG effect routing with multi-input/multi-output support - Python compiler (seq_compiler_v2.py) with topological sort and ping-pong optimization - Compile-time node aliasing for framebuffer reuse V1 Removal (~4KB): - Deleted effect.h/cc base classes (1.4KB) - Deleted 19 v1 effect pairs: heptagon, particles, passthrough, gaussian_blur, solarize, scene1, chroma_aberration, vignette, hybrid_3d, flash_cube, theme_modulation, fade, flash, circle_mask, rotating_cube, sdf_test, distort, moving_ellipse, particle_spray (2.7KB) V2 Effects Ported: - PassthroughEffectV2, PlaceholderEffectV2 - GaussianBlurEffectV2 (multi-pass with temp nodes) - HeptagonEffectV2 (scene effect with dummy texture) - ParticlesEffectV2 (compute + render, format fixed) - RotatingCubeEffectV2 (3D with depth node) - Hybrid3DEffectV2 (Renderer3D integration, dummy textures for noise/sky) Compiler Features: - DAG validation (cycle detection, connectivity checks) - Topological sort for execution order - Ping-pong optimization (aliased node detection) - Surface-based and encoder-based RenderV2Timeline generation - init_effect_nodes() automatic generation Fixes Applied: - WebGPU binding layout validation (standard v2 post-process layout) - Surface format mismatch (ctx.format for blit, RGBA8Unorm for framebuffers) - Depth attachment compatibility (removed forced depth from gpu_create_render_pass) - Renderer3D texture initialization (created dummy 1x1 white textures) - ParticlesEffectV2 format (changed from ctx.format to RGBA8Unorm) - Encoder-based RenderV2Timeline (added missing preprocess() call) Testing: - 34/36 tests passing (2 v1-dependent tests disabled) - demo64k runs successfully (no crashes) - All seek positions work (--seek 12, --seek 15 validated) Documentation: - Updated PROJECT_CONTEXT.md (v2 status, reference to SEQUENCE_v2.md) - Added completion entry to COMPLETED.md TODO (Future): - Port CNN effects to v2 - Implement flatten mode (--flatten code generation) - Port remaining 10+ effects - Update HTML timeline editor for v2 (deferred) handoff(Claude): Sequence v2 migration complete, v1 removed, system operational. Phase 5 (editor) deferred per user preference. Co-Authored-By: Claude Sonnet 4.5 --- src/app/main.cc | 20 +++++++------------- 1 file changed, 7 insertions(+), 13 deletions(-) (limited to 'src/app/main.cc') diff --git a/src/app/main.cc b/src/app/main.cc index 406c944..75995ad 100644 --- a/src/app/main.cc +++ b/src/app/main.cc @@ -18,9 +18,9 @@ #endif #endif #include "generated/assets.h" // Include generated asset header -#include "gpu/demo_effects.h" // For GetDemoDuration() +#include "gpu/demo_effects.h" #include "gpu/gpu.h" -#include "generated/timeline_v2.h" +#include "generated/timeline_v2.h" // For GetDemoDuration(), RenderV2Timeline() #include "platform/platform.h" #include "util/math.h" #include @@ -111,11 +111,6 @@ int main(int argc, char** argv) { // Initialize v2 sequences InitializeV2Sequences(*gpu_get_context(), width, height); - // Load timeline data (visual effects layering) -#if !defined(DEMO_HEADLESS) - LoadTimeline(*gpu_get_main_sequence(), *gpu_get_context()); -#endif - #if !defined(STRIP_ALL) // Set WAV dump backend if requested WavDumpBackend wav_backend; @@ -205,8 +200,7 @@ int main(int argc, char** argv) { audio_render_silent((float)step); } - // Simulate Visuals - gpu_simulate_until((float)seek_time, g_tracker_score.bpm); + // V2: Visual simulation not needed (sequences render on-demand) } #endif /* !defined(STRIP_ALL) */ @@ -238,7 +232,7 @@ int main(int argc, char** argv) { double physical_time = 0.0; while (physical_time < headless_duration) { fill_audio_buffer(update_dt, physical_time); - gpu_simulate_until(g_music_time); + // V2: No simulation needed (sequences render on-demand) physical_time += update_dt; if ((int)physical_time % 5 == 0 && @@ -419,9 +413,9 @@ int main(int argc, char** argv) { last_graphics_print_time = current_physical_time; } - // Draw graphics using physical time and musical beat time - gpu_draw(visual_peak, aspect_ratio, (float)current_physical_time, - absolute_beat_time, beat_phase); + // Draw graphics using v2 timeline + RenderV2Timeline(gpu_get_surface(), (float)current_physical_time, width, height, + absolute_beat_time, visual_peak); last_frame_time = current_physical_time; // Update audio systems (tracker, synth, etc.) based on audio time -- cgit v1.2.3