From bdb1a4e95a545f3f4d88630b8aec6ab771776d99 Mon Sep 17 00:00:00 2001 From: skal Date: Tue, 17 Feb 2026 13:05:11 +0100 Subject: refactor(effects): Streamline uniforms initialization Centralized uniforms_buffer_ initialization and updates to Effect base class: - init_uniforms_buffer() now automatic in Effect::Effect() - uniforms_buffer_.update() now automatic in dispatch_render() - Removed redundant calls from all effect subclasses - Updated effect.h comments to reflect automatic behavior - Updated EFFECT_WORKFLOW.md templates Benefits: - 16 lines removed from effect implementations - Consistent pattern enforced at compile time - Reduced boilerplate for new effects Tests: 34/34 passing handoff(Claude): Effect base class now handles uniforms automatically --- src/effects/particles_effect.cc | 5 ----- 1 file changed, 5 deletions(-) (limited to 'src/effects/particles_effect.cc') diff --git a/src/effects/particles_effect.cc b/src/effects/particles_effect.cc index 3c9feb7..d0336f6 100644 --- a/src/effects/particles_effect.cc +++ b/src/effects/particles_effect.cc @@ -14,8 +14,6 @@ Particles::Particles(const GpuContext& ctx, : Effect(ctx, inputs, outputs, start_time, end_time) { HEADLESS_RETURN_IF_NULL(ctx_.device); - init_uniforms_buffer(); - // Initialize particles buffer std::vector init_p(NUM_PARTICLES); for (int i = 0; i < NUM_PARTICLES; ++i) { @@ -66,9 +64,6 @@ Particles::Particles(const GpuContext& ctx, void Particles::render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) { - // Update uniforms - uniforms_buffer_.update(ctx_.queue, params); - // Run compute pass (particle simulation) WGPUComputePassEncoder compute = wgpuCommandEncoderBeginComputePass(encoder, nullptr); -- cgit v1.2.3