From 2e34965e5e48175c5ee6016af1a858f7f3f02c1d Mon Sep 17 00:00:00 2001 From: skal Date: Wed, 4 Feb 2026 11:56:03 +0100 Subject: feat(gpu): Implement recursive WGSL composition and modularize shaders (Task #50) - Updated ShaderComposer to support recursive #include "snippet_name" with cycle detection. - Extracted granular WGSL snippets: math/sdf_shapes, math/sdf_utils, render/shadows, render/scene_query, render/lighting_utils. - Refactored Renderer3D to use #include in shaders, simplifying C++ dependency lists. - Fixed WGPUShaderSourceWGSL usage on macOS to correctly handle composed shader strings. - Added comprehensive unit tests for recursive composition in test_shader_composer. - Verified system stability with test_3d_render and full test suite. - Marked Task #50 as recurrent for future code hygiene. --- src/gpu/effects/shader_composer.h | 6 ++++++ 1 file changed, 6 insertions(+) (limited to 'src/gpu/effects/shader_composer.h') diff --git a/src/gpu/effects/shader_composer.h b/src/gpu/effects/shader_composer.h index 49bf00c..a63a6a4 100644 --- a/src/gpu/effects/shader_composer.h +++ b/src/gpu/effects/shader_composer.h @@ -4,6 +4,7 @@ #pragma once #include +#include #include #include @@ -15,10 +16,15 @@ class ShaderComposer { void RegisterSnippet(const std::string& name, const std::string& code); // Assemble a final shader string by prepending required snippets + // and recursively resolving #include "snippet_name" directives. std::string Compose(const std::vector& dependencies, const std::string& main_code); private: ShaderComposer() = default; + + void ResolveRecursive(const std::string& source, std::stringstream& ss, + std::set& included); + std::map snippets_; }; -- cgit v1.2.3