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/gpu/gpu.cc | 45 ++++++++++++++------------------------------- 1 file changed, 14 insertions(+), 31 deletions(-) (limited to 'src/gpu/gpu.cc') diff --git a/src/gpu/gpu.cc b/src/gpu/gpu.cc index ff4def7..647833c 100644 --- a/src/gpu/gpu.cc +++ b/src/gpu/gpu.cc @@ -3,7 +3,7 @@ // Driven by audio peaks for synchronized visual effects. #include "gpu.h" -#include "effect.h" +#include "generated/timeline_v2.h" #include "gpu/shader_composer.h" #include "gpu/shaders.h" #include "platform/platform.h" @@ -28,7 +28,6 @@ static WGPUSurfaceConfiguration g_config = {}; static WGPUTextureFormat g_format = WGPUTextureFormat_BGRA8Unorm; static GpuContext g_gpu_context = {}; -static MainSequence g_main_sequence; // --- Helper Functions --- @@ -218,12 +217,8 @@ RenderPass gpu_create_render_pass(WGPUDevice device, WGPUTextureFormat format, pipeline_desc.multisample.mask = 0xFFFFFFFF; pipeline_desc.fragment = &fragment_state; - // Depth Stencil State (Required for compatibility with MainSequence pass) - WGPUDepthStencilState depth_stencil = {}; - depth_stencil.format = WGPUTextureFormat_Depth24Plus; - depth_stencil.depthWriteEnabled = WGPUOptionalBool_False; - depth_stencil.depthCompare = WGPUCompareFunction_Always; - pipeline_desc.depthStencil = &depth_stencil; + // No depth stencil for v2 effects (v1 removed) + pipeline_desc.depthStencil = nullptr; pass.pipeline = wgpuDeviceCreateRenderPipeline(device, &pipeline_desc); @@ -453,14 +448,17 @@ void gpu_init(PlatformState* platform_state) { InitShaderComposer(); - g_main_sequence.init(g_gpu_context, platform_state->width, - platform_state->height); + // V2: Sequences initialized by InitializeV2Sequences() called from main } void gpu_draw(float audio_peak, float aspect_ratio, float time, float beat_time, float beat_phase) { - g_main_sequence.render_frame(time, beat_time, beat_phase, audio_peak, - aspect_ratio, g_surface); + // V2: Rendering handled by RenderV2Timeline() called from main + (void)audio_peak; + (void)aspect_ratio; + (void)time; + (void)beat_time; + (void)beat_phase; } void gpu_resize(int width, int height) { @@ -469,32 +467,17 @@ void gpu_resize(int width, int height) { g_config.width = width; g_config.height = height; wgpuSurfaceConfigure(g_surface, &g_config); - g_main_sequence.resize(width, height); + // V2: Resize handled by RenderV2Timeline() framebuffer recreation } const GpuContext* gpu_get_context() { return &g_gpu_context; } -MainSequence* gpu_get_main_sequence() { - return &g_main_sequence; +WGPUSurface gpu_get_surface() { + return g_surface; } void gpu_shutdown() { - g_main_sequence.shutdown(); + // V2: Shutdown handled by sequence cleanup } - -#if !defined(STRIP_ALL) -void gpu_simulate_until(float time, float bpm) { - g_main_sequence.simulate_until(time, 1.0f / 60.0f, bpm); -} - -void gpu_add_custom_effect(Effect* effect, float start_time, float end_time, - int priority) { - auto seq = std::make_shared(); - seq->init(&g_main_sequence); - seq->add_effect(std::shared_ptr(effect), 0.0f, end_time - start_time, - priority); - g_main_sequence.add_sequence(seq, start_time, priority); -} -#endif -- cgit v1.2.3