# To-Do List **High-level task tracker.** See design docs for details. Completed: `doc/COMPLETED.md` --- ## Priority 1: Spectral Brush Editor (Task #5) [IN PROGRESS] Procedural spectrogram tool: 50-100× compression (5 KB .spec → ~100 bytes C++). **Design:** `doc/SPECTRAL_BRUSH_2.md` (MQ-based v2) --- ## Priority 2: Test Infrastructure Maintenance [ONGOING] **Status:** 38/38 tests passing **Outstanding TODOs:** 1. **test_fft.cc:87** - Investigate FFT-DCT algorithm discrepancy ## Priority 4: Audio System Enhancements [LOW PRIORITY] 1. **`synth.cc`: use `ola_decode()` from `src/audio/ola.h`** — the OLA decode logic in `synth_render()` is currently inlined for frame-by-frame lazy decoding. Refactor to call `ola_decode()` for consistency with `spectool` and the test (requires decoupling the per-frame lazy path, e.g. decode a full block on demand then serve samples). 2. **GPU-Accelerated PCM Synthesis:** - Compute shader for direct PCM generation (bypass spectrogram) - Write to compute buffer, readback to synth --- ## Priority 4: 3D System Enhancements (Task #18) Pipeline for importing complex 3D scenes to replace hardcoded geometry. **Status:** C++ object data loading complete. Shader SDF integration pending. --- ## Priority 4: WGSL Modularization (Task #50) [RECURRENT] Ongoing shader code hygiene for granular, reusable snippets. --- ## Priority 4: Wine/Windows Black Screen `demo64k.exe` runs under Wine (wgpu-native v27, Vulkan/MoltenVK) but shows a black window — no visuals rendered. Audio and timeline progress correctly. GPU device/adapter init succeeds. **Likely causes to investigate:** - Swapchain format mismatch (Wine Vulkan may prefer BGRA8 over RGBA8) - Surface present failing silently (check `WGPUSurfaceGetCurrentTexture` status) - Render pass output not reaching the surface (missing present call or wrong texture view) **To reproduce:** `./scripts/run_win.sh` — window opens, stays black. --- ## CNN v3 — U-Net + FiLM [IN PROGRESS] **Design:** `cnn_v3/docs/CNN_V3.md` | All phases 1–7 complete. Runtime pipeline operational. **Current pipeline:** `GBufferEffect` → `GBufDeferredEffect` → `GBufViewEffect` → sink **Shadow pass status:** ✅ Fixed and re-enabled. Cube + sphere shadows correct. Pulsating sphere scale confirmed correct end-to-end. Scene is currently simplified (1 cube + 1 sphere, 1 light) for debugging. **Active work:** - [ ] Restore full scene in `GBufferEffect::set_scene()` (20 cubes + 4 spheres, 2 lights) - [ ] Run first real training pass — see `cnn_v3/docs/HOWTO.md` §3 **Pending (lower priority):** - [ ] GBufferEffect: Pass 3 transparency (transp=0 placeholder) - [ ] GBufferEffect: `resize()` support ## Future: CNN v3 "2D Mode" (G-buffer-free) Allow `CNNv3Effect` to run on a plain screen buffer / photo without a real G-buffer. Fake the missing feature vectors (normals, depth, material IDs, shadow, transp) from the RGB input alone: - normals: approximate from local luminance gradient (Sobel) - depth: constant (e.g. 0.5) or estimated from a simple heuristic - material IDs / shadow / transp: neutral defaults (e.g. 0) This would let the effect be applied to any rendered frame (post-NTSC, post-Scratch, etc.) without requiring a 3D G-buffer pass upstream, and enable training/inference on photos. Implementation sketch: - New `CNNv3Effect2D` subclass (or a mode flag) that synthesizes `feat_tex0`/`feat_tex1` internally from a single `rgba8unorm` input, then runs the same 5-pass U-Net. - Separate `gbuf_pack_2d.wgsl` compute shader that fills feat0/feat1 from a photo buffer. ## Future: CNN v2 8-bit Quantization Reduce weights from f16 (~3.2 KB) to i8 (~1.6 KB). **Requirements:** Quantization-aware training (QAT) **Design:** `cnn_v2/docs/CNN_V2.md` --- ## Future: Size Optimization (64k Target) - Task #22: Windows Native Platform (Win32) - Task #28: Spectrogram Quantization - Task #34: Full STL Removal - Task #35: CRT Replacement **Measure:** `./scripts/measure_size.sh` --- **Backlog:** `doc/BACKLOG.md` for untriaged ideas