From 50350344d289c3389161cd6914c57f88d1a04dcc Mon Sep 17 00:00:00 2001 From: skal Date: Tue, 17 Feb 2026 08:12:05 +0100 Subject: refactor: move shaders.{h,cc} to src/effects and remove v2 suffix - Removed unused v1 shader declarations (13 variables) - Removed _v2 suffix from active shader names - Moved shaders.{h,cc} from src/gpu to src/effects - Updated all includes and build references - All tests pass (34/34) handoff(Claude): Cleaned up shader management, tests passing --- src/effects/flash_effect.cc | 2 +- src/effects/gaussian_blur_effect.cc | 6 +- src/effects/heptagon_effect.cc | 8 +-- src/effects/particles_effect.cc | 6 +- src/effects/passthrough_effect.cc | 6 +- src/effects/placeholder_effect.cc | 8 +-- src/effects/rotating_cube_effect.cc | 8 +-- src/effects/shaders.cc | 109 ++++++++++++++++++++++++++++++++++++ src/effects/shaders.h | 25 +++++++++ 9 files changed, 156 insertions(+), 22 deletions(-) create mode 100644 src/effects/shaders.cc create mode 100644 src/effects/shaders.h (limited to 'src/effects') diff --git a/src/effects/flash_effect.cc b/src/effects/flash_effect.cc index 787e33d..9f0a6fa 100644 --- a/src/effects/flash_effect.cc +++ b/src/effects/flash_effect.cc @@ -3,7 +3,7 @@ #include "effects/flash_effect.h" #include "gpu/post_process_helper.h" -#include "gpu/shaders.h" +#include "effects/shaders.h" #include "util/fatal_error.h" Flash::Flash(const GpuContext& ctx, diff --git a/src/effects/gaussian_blur_effect.cc b/src/effects/gaussian_blur_effect.cc index f2e0197..d163e51 100644 --- a/src/effects/gaussian_blur_effect.cc +++ b/src/effects/gaussian_blur_effect.cc @@ -1,9 +1,9 @@ -// Gaussian blur effect v2 implementation +// Gaussian blur effect implementation #include "effects/gaussian_blur_effect.h" #include "util/fatal_error.h" #include "gpu/post_process_helper.h" -#include "gpu/shaders.h" +#include "effects/shaders.h" GaussianBlur::GaussianBlur(const GpuContext& ctx, const std::vector& inputs, @@ -15,7 +15,7 @@ GaussianBlur::GaussianBlur(const GpuContext& ctx, // Create pipeline pipeline_ = create_post_process_pipeline(ctx_.device, WGPUTextureFormat_RGBA8Unorm, - gaussian_blur_v2_shader_wgsl); + gaussian_blur_shader_wgsl); // Create sampler WGPUSamplerDescriptor sampler_desc = {}; diff --git a/src/effects/heptagon_effect.cc b/src/effects/heptagon_effect.cc index 1bc9d06..20761dc 100644 --- a/src/effects/heptagon_effect.cc +++ b/src/effects/heptagon_effect.cc @@ -1,10 +1,10 @@ -// Heptagon effect v2 implementation +// Heptagon effect implementation #include "effects/heptagon_effect.h" #include "util/fatal_error.h" #include "gpu/gpu.h" #include "gpu/post_process_helper.h" -#include "gpu/shaders.h" +#include "effects/shaders.h" Heptagon::Heptagon(const GpuContext& ctx, const std::vector& inputs, @@ -16,9 +16,9 @@ Heptagon::Heptagon(const GpuContext& ctx, // Init uniforms uniforms_buffer_.init(ctx_.device); - // Create pipeline (standard v2 post-process, no depth) + // Create pipeline (standard post-process, no depth) pipeline_ = create_post_process_pipeline(ctx_.device, WGPUTextureFormat_RGBA8Unorm, - heptagon_v2_shader_wgsl); + heptagon_shader_wgsl); // Create dummy sampler (scene effects don't use texture input) WGPUSamplerDescriptor sampler_desc = {}; diff --git a/src/effects/particles_effect.cc b/src/effects/particles_effect.cc index f93133f..7a8d94d 100644 --- a/src/effects/particles_effect.cc +++ b/src/effects/particles_effect.cc @@ -4,7 +4,7 @@ #include "util/fatal_error.h" #include "effects/particles_effect.h" #include "gpu/gpu.h" -#include "gpu/shaders.h" +#include "effects/shaders.h" #include Particles::Particles(const GpuContext& ctx, @@ -49,7 +49,7 @@ Particles::Particles(const GpuContext& ctx, ResourceBinding compute_bindings[] = { {particles_buffer_, WGPUBufferBindingType_Storage}, {uniforms_.get(), WGPUBufferBindingType_Uniform}}; - compute_pass_ = gpu_create_compute_pass(ctx_.device, particle_compute_v2_wgsl, + compute_pass_ = gpu_create_compute_pass(ctx_.device, particle_compute_wgsl, compute_bindings, 2); compute_pass_.workgroup_size_x = (NUM_PARTICLES + 63) / 64; @@ -58,7 +58,7 @@ Particles::Particles(const GpuContext& ctx, {particles_buffer_, WGPUBufferBindingType_ReadOnlyStorage}, {uniforms_.get(), WGPUBufferBindingType_Uniform}}; render_pass_ = gpu_create_render_pass(ctx_.device, WGPUTextureFormat_RGBA8Unorm, - particle_render_v2_wgsl, render_bindings, 2); + particle_render_wgsl, render_bindings, 2); render_pass_.vertex_count = 6; render_pass_.instance_count = NUM_PARTICLES; } diff --git a/src/effects/passthrough_effect.cc b/src/effects/passthrough_effect.cc index 7c1cf09..94da241 100644 --- a/src/effects/passthrough_effect.cc +++ b/src/effects/passthrough_effect.cc @@ -1,9 +1,9 @@ -// Passthrough effect v2 implementation +// Passthrough effect implementation #include "effects/passthrough_effect.h" #include "util/fatal_error.h" #include "gpu/post_process_helper.h" -#include "gpu/shaders.h" +#include "effects/shaders.h" Passthrough::Passthrough(const GpuContext& ctx, const std::vector& inputs, @@ -17,7 +17,7 @@ Passthrough::Passthrough(const GpuContext& ctx, uniforms_buffer_.init(ctx_.device); // Create pipeline (simple version without effect params) pipeline_ = create_post_process_pipeline_simple(ctx_.device, WGPUTextureFormat_RGBA8Unorm, - passthrough_v2_shader_wgsl); + passthrough_shader_wgsl); // Create sampler WGPUSamplerDescriptor sampler_desc = {}; diff --git a/src/effects/placeholder_effect.cc b/src/effects/placeholder_effect.cc index 6127e0c..73ee5a8 100644 --- a/src/effects/placeholder_effect.cc +++ b/src/effects/placeholder_effect.cc @@ -1,9 +1,9 @@ -// Placeholder effect v2 implementation - logs TODO warning once +// Placeholder effect implementation - logs TODO warning once #include "effects/placeholder_effect.h" #include "util/fatal_error.h" #include "gpu/post_process_helper.h" -#include "gpu/shaders.h" +#include "effects/shaders.h" #include Placeholder::Placeholder(const GpuContext& ctx, @@ -13,14 +13,14 @@ Placeholder::Placeholder(const GpuContext& ctx, : Effect(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr), sampler_(nullptr), name_(placeholder_name) { // Log once on construction - fprintf(stderr, "TODO: %s not yet ported to v2, using passthrough\n", name_); + fprintf(stderr, "TODO: %s not yet implemented, using passthrough\n", name_); // Headless mode: skip GPU resource creation (compiled out in STRIP_ALL) HEADLESS_RETURN_IF_NULL(ctx_.device); uniforms_buffer_.init(ctx_.device); pipeline_ = create_post_process_pipeline(ctx_.device, WGPUTextureFormat_RGBA8Unorm, - passthrough_v2_shader_wgsl); + passthrough_shader_wgsl); WGPUSamplerDescriptor sampler_desc = {}; sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge; diff --git a/src/effects/rotating_cube_effect.cc b/src/effects/rotating_cube_effect.cc index a91bc78..c892dfe 100644 --- a/src/effects/rotating_cube_effect.cc +++ b/src/effects/rotating_cube_effect.cc @@ -1,11 +1,11 @@ // This file is part of the 64k demo project. -// It implements RotatingCube (simplified v2 port). +// It implements RotatingCube. #include "util/fatal_error.h" #include "effects/rotating_cube_effect.h" #include "gpu/bind_group_builder.h" #include "gpu/gpu.h" -#include "gpu/shaders.h" +#include "effects/shaders.h" RotatingCube::RotatingCube(const GpuContext& ctx, const std::vector& inputs, @@ -39,10 +39,10 @@ RotatingCube::RotatingCube(const GpuContext& ctx, WGPUPipelineLayout pipeline_layout = wgpuDeviceCreatePipelineLayout(ctx_.device, &pl_desc); - // Load shader (TODO: create rotating_cube_v2.wgsl) + // Load shader WGPUShaderSourceWGSL wgsl_src = {}; wgsl_src.chain.sType = WGPUSType_ShaderSourceWGSL; - wgsl_src.code = str_view(rotating_cube_v2_wgsl); + wgsl_src.code = str_view(rotating_cube_wgsl); WGPUShaderModuleDescriptor shader_desc = {}; shader_desc.nextInChain = &wgsl_src.chain; diff --git a/src/effects/shaders.cc b/src/effects/shaders.cc new file mode 100644 index 0000000..a9a82de --- /dev/null +++ b/src/effects/shaders.cc @@ -0,0 +1,109 @@ +// This file is part of the 64k demo project. +// It defines WGSL shader code for various effects. + +#include "effects/shaders.h" +#include "gpu/shader_composer.h" +#include "util/asset_manager.h" + +#if defined(USE_TEST_ASSETS) +#include "test_assets.h" +#else +#include "generated/assets.h" +#endif + +void InitShaderComposer() { + auto& sc = ShaderComposer::Get(); + + auto register_if_exists = [&](const char* name, AssetId id) { + size_t size; + + const char* data = (const char*)GetAsset(id, &size); + + if (data) { + sc.RegisterSnippet(name, std::string(data, size)); + } + }; + + register_if_exists("common_uniforms", AssetId::ASSET_SHADER_COMMON_UNIFORMS); + register_if_exists("sequence_uniforms", + AssetId::ASSET_SHADER_SEQUENCE_V2_UNIFORMS); + register_if_exists("postprocess_inline", + AssetId::ASSET_SHADER_POSTPROCESS_INLINE); + // register_if_exists("camera_common", AssetId::ASSET_SHADER_CAMERA_COMMON); + register_if_exists("math/sdf_shapes", AssetId::ASSET_SHADER_MATH_SDF_SHAPES); + register_if_exists("math/sdf_utils", AssetId::ASSET_SHADER_MATH_SDF_UTILS); + register_if_exists("math/common_utils", + AssetId::ASSET_SHADER_MATH_COMMON_UTILS); + register_if_exists("math/noise", AssetId::ASSET_SHADER_MATH_NOISE); + register_if_exists("render/shadows", AssetId::ASSET_SHADER_RENDER_SHADOWS); + register_if_exists("render/scene_query_bvh", + AssetId::ASSET_SHADER_RENDER_SCENE_QUERY_BVH); + register_if_exists("render/scene_query_linear", + AssetId::ASSET_SHADER_RENDER_SCENE_QUERY_LINEAR); + register_if_exists("render/lighting_utils", + AssetId::ASSET_SHADER_RENDER_LIGHTING_UTILS); + register_if_exists("render/mesh", AssetId::ASSET_SHADER_MESH); + + register_if_exists("math/sdf_shapes", AssetId::ASSET_SHADER_SDF_SHAPES); + + register_if_exists("lighting", AssetId::ASSET_SHADER_LIGHTING); + + register_if_exists("ray_box", AssetId::ASSET_SHADER_RAY_BOX); + register_if_exists("ray_triangle", AssetId::ASSET_SHADER_RAY_TRIANGLE); + + register_if_exists("render/fullscreen_vs", + AssetId::ASSET_SHADER_RENDER_FULLSCREEN_VS); + register_if_exists("math/color", AssetId::ASSET_SHADER_MATH_COLOR); + register_if_exists("math/utils", AssetId::ASSET_SHADER_MATH_UTILS); + register_if_exists("render/raymarching", + AssetId::ASSET_SHADER_RENDER_RAYMARCHING); + + // CNN shaders (workspace-specific) + // register_if_exists("cnn_activation", AssetId::ASSET_SHADER_CNN_ACTIVATION); + // register_if_exists("cnn_conv1x1", AssetId::ASSET_SHADER_CNN_CONV1X1); + // register_if_exists("cnn_conv3x3", AssetId::ASSET_SHADER_CNN_CONV3X3); + // register_if_exists("cnn_conv5x5", AssetId::ASSET_SHADER_CNN_CONV5X5); + // register_if_exists("cnn_conv7x7", AssetId::ASSET_SHADER_CNN_CONV7X7); + // register_if_exists("cnn_weights_generated", + // AssetId::ASSET_SHADER_CNN_WEIGHTS); + +#if !defined(STRIP_ALL) + sc.VerifyIncludes(); +#endif +} + +// Helper to get asset string or empty string +static const char* SafeGetAsset(AssetId id) { + const uint8_t* data = GetAsset(id); + return data ? (const char*)data : ""; +} + +// Effect shaders +const char* passthrough_shader_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_PASSTHROUGH_V2); +const char* gaussian_blur_shader_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_GAUSSIAN_BLUR_V2); +const char* heptagon_shader_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_HEPTAGON_V2); +const char* particle_compute_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_COMPUTE); +const char* particle_render_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_RENDER); +const char* rotating_cube_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_ROTATING_CUBE_V2); +const char* flash_shader_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_FLASH); + +// Compute shaders +const char* gen_noise_compute_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_NOISE); +const char* gen_perlin_compute_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_PERLIN); +const char* gen_grid_compute_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_GRID); +#if !defined(STRIP_GPU_COMPOSITE) +const char* gen_blend_compute_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_BLEND); +const char* gen_mask_compute_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_MASK); +#endif diff --git a/src/effects/shaders.h b/src/effects/shaders.h new file mode 100644 index 0000000..b8700f5 --- /dev/null +++ b/src/effects/shaders.h @@ -0,0 +1,25 @@ +// This file is part of the 64k demo project. +// It declares the WGSL shader strings and initialization function. + +#pragma once + +// Initializes the ShaderComposer with snippet assets. +void InitShaderComposer(); + +// Effect shaders +extern const char* passthrough_shader_wgsl; +extern const char* gaussian_blur_shader_wgsl; +extern const char* heptagon_shader_wgsl; +extern const char* particle_compute_wgsl; +extern const char* particle_render_wgsl; +extern const char* rotating_cube_wgsl; +extern const char* flash_shader_wgsl; + +// Compute shaders +extern const char* gen_noise_compute_wgsl; +extern const char* gen_perlin_compute_wgsl; +extern const char* gen_grid_compute_wgsl; +#if !defined(STRIP_GPU_COMPOSITE) +extern const char* gen_blend_compute_wgsl; +extern const char* gen_mask_compute_wgsl; +#endif -- cgit v1.2.3