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.h | 12 ++---------- 1 file changed, 2 insertions(+), 10 deletions(-) (limited to 'src/gpu/gpu.h') diff --git a/src/gpu/gpu.h b/src/gpu/gpu.h index 3796517..876aa84 100644 --- a/src/gpu/gpu.h +++ b/src/gpu/gpu.h @@ -7,7 +7,6 @@ #include "platform/platform.h" struct PlatformState; // Forward declaration -class Effect; // Forward declaration // GPU context bundling device, queue, and surface format struct GpuContext { @@ -39,22 +38,15 @@ struct RenderPass { uint32_t instance_count; }; -class MainSequence; // Forward declaration - void gpu_init(PlatformState* platform_state); void gpu_draw(float audio_peak, float aspect_ratio, float time, float beat_time, float beat_phase); void gpu_resize(int width, int height); void gpu_shutdown(); -const GpuContext* gpu_get_context(); -MainSequence* gpu_get_main_sequence(); +WGPUSurface gpu_get_surface(); -#if !defined(STRIP_ALL) -void gpu_simulate_until(float time, float bpm = 120.0f); -void gpu_add_custom_effect(Effect* effect, float start_time, float end_time, - int priority); -#endif +const GpuContext* gpu_get_context(); // Placeholder for GPU performance capture. // This define can be controlled via CMake to conditionally enable profiling -- cgit v1.2.3