# compact asset system for the 64k demo This file describe the features of a compact asset system used in the demo. The idea is the following: # run-time asset retrieval: All assets are const byte arrays. We need a 'const uint8_t* GetAsset(uint16 asset_id)' The asset ID is defined in a 'assets.h' header, generated during the final compile by our own assembling tool. assets.h needs to be re-generated infrequently. # assembling the assets: ## description file 'assets.txt' All assets are just files in the assets/final/ directory This directory needs a assets.txt text file to describe the asset files. Each line of the assets.txt file contain, comma-separated: * the name of the asset (that will be used by the #define in assets.h), * the name of the file associated * the compression to use for this asset (default NONE. More options later) * and optionally the type of assets. ## example For instance, a line in assets.txt will read: SAMPLE_142, sample_142.spec, NONE, "this is a drum kick sample" This instructs the final assembled file assets.h to have a code line: #define ASSET_SAMPLE_142 6323 (6323 is just an associated id) (or an enum instead of #define's) so that we can call ``` #include "asset.h" const uint8_t* mysample = GetAsset(ASSET_SAMPLE_142); ...etc ``` (if we use enums, GetAssert() signature needs to be changed) ### Lazy decompression to save memory some assets can be decompressed 'at retrieval time' but kept compressed in memory until then. This means that we need a 'void DropAsset(uint16 asset_id, const uint8* asset)' method to handle memory disallocation depending on the asset type. ### assembling tool we need a simple tool that: * takes the assets.txt file and parse it * generates the assets.h file with asset enums * generates the assets_data.cc file with all the data * put these in the source tree * this process needs a script for automation ## Technical Details To support diverse usage (binary data, strings, typed structs), the asset packer enforces the following: 1. **Alignment**: All static asset arrays are declared with `alignas(16)`. This ensures that `reinterpret_cast` to types like `float*` or SIMD vectors is safe (provided the data layout matches). 2. **String Safety**: Every static asset is appended with a null-terminator (`0x00`). This allows the raw pointer to be safely used as a `const char*` C-string. 3. **Size Reporting**: The `size` field in `AssetRecord` reflects the *original* file size. However, the underlying buffer is guaranteed to be at least `size + 1` bytes long (due to the null terminator). # Shader Snippets Shader code (WGSL) can also be managed as assets. 1. Create `.wgsl` files in `assets/final/shaders/` (or similar). 2. Add them to `assets/final/demo_assets.txt` with compression `NONE`. Example: `SHADER_COMMON, shaders/common.wgsl, NONE` 3. In C++, retrieve them using `GetAsset()`. Since they are binary blobs, construct a `std::string` or `std::string_view` using the returned pointer and size. 4. Register them with the `ShaderComposer`. --- # Current Implementation Status ## What's Working ✅ - **Build-Time Packer** (`tools/asset_packer.cc`): Parses `demo_assets.txt`, embeds binary files as C++ arrays - **Runtime Manager** (`src/util/asset_manager.{h,cc}`): O(1) retrieval with caching, SIOF fix via singleton - **Asset Types**: Static binaries (`.spec`, `.wgsl`), procedural textures (`PROC(func, params)`) - **Safety Guarantees**: 16-byte alignment, null-terminator for strings, size reporting - **Testing**: `test_assets.cc` validates retrieval, caching, procedural generation - **Current Manifest**: 33 assets (15 audio samples, 17 WGSL shaders, 1 procedural texture) ## Design Strengths - Enum-based type safety (no magic numbers or strings at runtime) - Zero runtime cost for static assets (direct pointer return) - Clean separation of build-time and runtime concerns - Procedural generation support (saves binary size) - Thread-safe for immutable assets (cache is write-once) ## Design Weaknesses - **No compression**: Only `NONE` supported, critical blocker for 64k goal - **STL dependencies**: `std::map`, `std::string` in runtime code (conflicts with CRT replacement) - **Hardcoded procedural dimensions**: Assumes 256×256 RGBA8 (lines 85-86 in `asset_manager.cc`) - **No integrity checks**: No CRC/hash validation for asset correctness - **Limited asset types**: No mesh/scene format yet (needed for Task #18) --- # Asset System Improvement Tasks ## High Priority (Critical for 64k Goal) ### Task #27: Asset Compression Layer **Goal**: Implement runtime decompression to reduce binary size by 30-50%. **Attack Plan**: - [ ] **27.1**: Add compression type enum (`NONE`, `ZLIB`, `RLE`, `CUSTOM`) - [ ] **27.2**: Update `asset_packer.cc` to compress assets during build - Integrate a lightweight compression library (e.g., miniz for zlib) - Store compressed size + original size in `AssetRecord` - [ ] **27.3**: Implement runtime decompressor in `asset_manager.cc` - Allocate decompressed buffer on first `GetAsset()` call - Cache decompressed data, allow `DropAsset()` to free memory - [ ] **27.4**: Update `assets.txt` format to specify compression per-asset - Example: `KICK_1, ZLIB, kick1.spec, "Compressed kick sample"` - [ ] **27.5**: Add tests for compressed asset retrieval and DropAsset **Size Impact**: Estimated 30-50% reduction on asset blob (shaders compress well, spectrograms moderately). **Dependency**: None (standalone improvement). --- ### Task #28: Spectrogram Quantization **Goal**: Compress audio assets from `float32` to `uint16_t` with logarithmic frequency binning. **Attack Plan**: - [ ] **28.1**: Research optimal frequency bin distribution (logarithmic vs linear) - [ ] **28.2**: Update `spectool` to export quantized `.spec` format - Add `--quantize` flag to `spectool analyze` - Map spectral values to `uint16_t` range with configurable dynamic range - [ ] **28.3**: Update audio synthesis engine to decode quantized spectrograms - Add dequantization step in `src/audio/synth.cc` - [ ] **28.4**: Re-generate all `.spec` assets with quantization enabled - [ ] **28.5**: Add tests to verify audio quality degradation is acceptable **Size Impact**: 2-4× reduction on `.spec` files (currently 15 audio assets in manifest). **Dependency**: Task #27 (compression) for maximum size savings. --- ### Task #29: WGSL Shader Minification **Goal**: Minify WGSL shaders to reduce text asset size. **Attack Plan**: - [ ] **29.1**: Implement WGSL minifier in `tools/wgsl_minify.py` - Remove comments, unnecessary whitespace - Rename variables to single-letter identifiers (preserve entry points) - Strip debug labels and unused code - [ ] **29.2**: Integrate minifier into build pipeline - Add `MINIFY` compression type to `asset_packer.cc` - Auto-minify all `SHADER_*` assets during build - [ ] **29.3**: Validate minified shaders compile correctly - Add shader compilation test to CI/CD **Size Impact**: 40-60% reduction on shader text (currently 17 WGSL shaders in manifest). **Dependency**: None (standalone improvement). --- ## Medium Priority (Code Hygiene & Maintainability) ### Task #20.1: Remove STL from Asset Manager (Part of Task #20) **Goal**: Eliminate `std::map` and `std::string` to prepare for CRT replacement. **Attack Plan**: - [ ] **20.1.1**: Replace `kAssetManagerProcGenFuncMap` (line 21 in `asset_manager.cc`) - Switch to static array lookup or compile-time switch-case - Example: ```cpp static const struct { const char* name; ProcGenFunc func; } kProcGenFuncs[] = { {"gen_noise", procedural::gen_noise}, {"gen_grid", procedural::gen_grid}, {"make_periodic", procedural::make_periodic}, }; ``` - [ ] **20.1.2**: Replace `std::map` in `asset_packer.cc` (build-time tool, lower priority) - [ ] **20.1.3**: Verify no STL usage remains in `src/util/asset_manager.cc` **Size Impact**: Minor (few KB), but critical for future CRT replacement. **Dependency**: None. --- ### Task #30: Procedural Asset Generalization **Goal**: Support variable dimensions and formats for procedural textures. **Attack Plan**: - [ ] **30.1**: Update `assets.txt` format to encode dimensions in `proc_params` - Example: `NOISE_TEX, PROC(gen_noise, 256, 256, 4, 1234, 16), _, "Width, Height, Channels, Seed, Freq"` - [ ] **30.2**: Update `asset_packer.cc` to parse dimension parameters - [ ] **30.3**: Update `GetAsset()` to read dimensions from `proc_params` - Allocate buffer dynamically based on `width * height * channels` - [ ] **30.4**: Add support for grayscale (1 channel) and RGB (3 channels) formats **Size Impact**: Negligible (unlocks new use cases, no binary size change). **Dependency**: None. --- ### Task #31: Asset Integrity Validation **Goal**: Add CRC32/hash checks to detect corrupted or incorrect assets. **Attack Plan**: - [ ] **31.1**: Compute CRC32 for each asset during build (`asset_packer.cc`) - Store CRC in `AssetRecord` struct - [ ] **31.2**: Add optional validation in `GetAsset()` (debug builds only) - Compare computed CRC against stored value - Log warnings if mismatch detected - [ ] **31.3**: Add `--verify-assets` flag to test suite - Run full integrity check on all assets **Size Impact**: +4 bytes per asset (CRC32), negligible overhead. **Dependency**: None. --- ## Lower Priority (Future Enhancements) ### Task #18.1: 3D Asset Format Support (Part of Task #18) **Goal**: Extend asset system to handle binary mesh/scene data from Blender. **Attack Plan**: - [ ] **18.1.1**: Define binary mesh format (vertices, indices, normals, UVs) - Consider alignment requirements for GPU upload - [ ] **18.1.2**: Update `asset_packer.cc` to handle `.mesh` files - Add `MESH3D` asset type - [ ] **18.1.3**: Implement runtime parser in `src/3d/mesh_loader.cc` - Parse binary blob into `Mesh` struct - [ ] **18.1.4**: Create Blender export script (`tools/blender_export.py`) **Size Impact**: Depends on scene complexity (meshes can be large, consider compression). **Dependency**: Task #27 (compression) for mesh data. --- ### Task #32: Asset Hot-Reloading (Development Only) **Goal**: Enable live asset updates for faster iteration (under `!STRIP_ALL`). **Attack Plan**: - [ ] **32.1**: Add file watcher for `assets/final/` directory - Monitor `.spec`, `.wgsl` files for changes - [ ] **32.2**: Trigger rebuild of `assets_data.cc` on file change - Invoke `asset_packer` and recompile - [ ] **32.3**: Add API to reload specific assets at runtime - `ReloadAsset(AssetId)` for development use **Size Impact**: None (stripped from final build). **Dependency**: None (development-only feature). --- ### Task #33: Asset Usage Tracking & Dead Asset Elimination **Goal**: Identify and remove unused assets to reduce binary size. **Attack Plan**: - [ ] **33.1**: Add instrumentation to track `GetAsset()` calls - Log which assets are accessed during a full demo run - [ ] **33.2**: Generate report of unused assets - [ ] **33.3**: Remove unused entries from `demo_assets.txt` **Size Impact**: Depends on dead assets (could save 5-15% if unused assets exist). **Dependency**: None. --- # Priority Recommendation For the **64k goal**, prioritize in this order: 1. **Task #27** (Compression) - Biggest size win 2. **Task #29** (Shader Minification) - Easy win, low risk 3. **Task #28** (Spectrogram Quantization) - Medium effort, high impact 4. **Task #20.1** (Remove STL) - Required for future CRT replacement 5. **Task #18.1** (3D Assets) - Once size budget allows