From 1b89a26a750cc32725564a0c5186a437f372fd93 Mon Sep 17 00:00:00 2001 From: skal Date: Sun, 8 Feb 2026 22:17:31 +0100 Subject: feat: Fix CircleMaskEffect and RotatingCubeEffect auxiliary texture masking MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Resolves critical shader composition and format mismatch issues, enabling the circle mask + rotating cube demonstration at 2.0s-4.0s in the timeline. **Key Fixes:** 1. **Shader Function Name** (masked_cube.wgsl): - Fixed call to `ray_box_intersection()` (was incorrectly `ray_box()`) - Updated return value handling to use `RayBounds` struct (`.hit`, `.t_entry`, `.t_exit`) - Removed unused `sky_tex` binding to match pipeline layout expectations (5 bindings → 4) 2. **Shader Lifetime Issue** (rotating_cube_effect.h/cc): - Added `std::string composed_shader_` member to persist shader source - Prevents use-after-free when WebGPU asynchronously parses shader code 3. **Format Mismatch** (circle_mask_effect.cc): - Changed compute pipeline format from hardcoded `RGBA8Unorm` to `ctx_.format` (Bgra8UnormSrgb) - Matches auxiliary texture format created by `MainSequence::register_auxiliary_texture()` - Added depth stencil state to render pipeline to match scene pass requirements: * Format: Depth24Plus * depthWriteEnabled: False (no depth writes needed) * depthCompare: Always (always pass depth test) 4. **WebGPU Descriptor Initialization** (circle_mask_effect.cc): - Added `depthSlice = WGPU_DEPTH_SLICE_UNDEFINED` for non-Windows builds - Ensures proper initialization of render pass color attachments 5. **Test Coverage** (test_demo_effects.cc): - Updated EXPECTED_SCENE_COUNT: 6 → 8 (added CircleMaskEffect, RotatingCubeEffect) - Marked both effects as requiring 3D pipeline setup (skipped in basic tests) **Technical Details:** - **Auxiliary Texture Flow**: CircleMaskEffect generates mask (1.0 inside, 0.0 outside) → RotatingCubeEffect samples mask to render only inside circle → GaussianBlurEffect post-processes - **Pipeline Format Matching**: All pipelines targeting same render pass must use matching formats: * Color: Bgra8UnormSrgb (system framebuffer format) * Depth: Depth24Plus (scene pass depth buffer) - **ShaderComposer Integration**: Relies on `InitShaderComposer()` (called in `gpu.cc:372`) registering snippets: `common_uniforms`, `math/sdf_utils`, `ray_box`, etc. **Effect Behavior:** - Runs from 2.0s to 4.0s in demo timeline - CircleMaskEffect (priority 0): Draws green outside circle, transparent inside - RotatingCubeEffect (priority 1): Renders bump-mapped cube inside circle - GaussianBlurEffect (priority 2): Post-process blur on entire composition **Test Results:** - All 33 tests pass (100%) - No WebGPU validation errors - Demo runs cleanly with `--seek 2.0` Co-Authored-By: Claude Sonnet 4.5 --- src/gpu/effects/rotating_cube_effect.cc | 8 +++----- 1 file changed, 3 insertions(+), 5 deletions(-) (limited to 'src/gpu/effects/rotating_cube_effect.cc') diff --git a/src/gpu/effects/rotating_cube_effect.cc b/src/gpu/effects/rotating_cube_effect.cc index b4f3d3e..7f590c5 100644 --- a/src/gpu/effects/rotating_cube_effect.cc +++ b/src/gpu/effects/rotating_cube_effect.cc @@ -63,12 +63,12 @@ void RotatingCubeEffect::init(MainSequence* demo) { ShaderComposer::CompositionMap composition_map; composition_map["render/scene_query_mode"] = "render/scene_query_linear"; - std::string composed_shader = ShaderComposer::Get().Compose( + composed_shader_ = ShaderComposer::Get().Compose( {}, std::string(shader_code, shader_size), composition_map); WGPUShaderSourceWGSL wgsl_src = {}; wgsl_src.chain.sType = WGPUSType_ShaderSourceWGSL; - wgsl_src.code = str_view(composed_shader.c_str()); + wgsl_src.code = str_view(composed_shader_.c_str()); WGPUShaderModuleDescriptor shader_desc = {}; shader_desc.nextInChain = &wgsl_src.chain; @@ -105,18 +105,16 @@ void RotatingCubeEffect::init(MainSequence* demo) { pipeline_ = wgpuDeviceCreateRenderPipeline(ctx_.device, &pipeline_desc); wgpuShaderModuleRelease(shader_module); - WGPUTextureView dummy_sky = noise_view_; const WGPUBindGroupEntry entries_0[] = { {.binding = 0, .buffer = uniform_buffer_.buffer, .size = sizeof(Uniforms)}, {.binding = 1, .buffer = object_buffer_.buffer, .size = sizeof(ObjectData)}, {.binding = 3, .textureView = noise_view_}, {.binding = 4, .sampler = noise_sampler_}, - {.binding = 5, .textureView = dummy_sky}, }; const WGPUBindGroupDescriptor bg_desc_0 = { .layout = wgpuRenderPipelineGetBindGroupLayout(pipeline_, 0), - .entryCount = 5, + .entryCount = 4, .entries = entries_0, }; bind_group_0_ = wgpuDeviceCreateBindGroup(ctx_.device, &bg_desc_0); -- cgit v1.2.3