# WGSL Uniform Buffer Guidelines This document outlines the rules and best practices for defining and using uniform buffers in WGSL shaders within this project, focusing on alignment, size, and consistency. ## WGSL Alignment Rules Understanding WGSL's memory layout rules is crucial for correct uniform buffer implementation. The following are the general alignment requirements for common WGSL types: - `f32`: 4-byte alignment. - `vec2`: 8-byte alignment (4 bytes per component * 2 components = 8 bytes). - `vec3`: 16-byte alignment (4 bytes per component * 3 components = 12 bytes, padded to 16). - `vec4`: 16-byte alignment (4 bytes per component * 4 components = 16 bytes). - `array`: The alignment of an array is typically the alignment of its base type `T`. Structs are padded to the alignment of their largest member. Any trailing space in a struct is also padded to match the maximum alignment of any member within the struct. ## Standard Uniform Buffer Pattern To maintain consistency and facilitate efficient rendering, a standard pattern for uniform buffer usage is established: - **Binding 0 & 1:** Reserved for Sampler and Texture access (handled by `pp_update_bind_group`). - **Binding 2:** **Common Uniforms** (`CommonPostProcessUniforms` or similar). This buffer should contain frequently used data like resolution, aspect ratio, time, beat, and audio intensity. - **Binding 3:** **Effect-Specific Parameters**. This buffer holds parameters unique to a particular effect (e.g., `strength`, `speed`, `fade_amount`). This pattern ensures that common data is shared efficiently across effects, while effect-specific data remains isolated. ## Defining Uniform Structs ### WGSL Definitions When defining uniform structs in WGSL, adhere to the following: - **Explicit Padding:** Use padding fields (`_pad0`, `_pad1`, etc.) where necessary to ensure correct alignment, especially when mixing types of different alignment requirements (e.g., `vec2` followed by `f32`s). - **Use `vec2` for 8-byte padding:** If you need 8 bytes of padding, use `_pad0: vec2` instead of `_pad0: f32, _pad1: f32` for potentially better clarity and to leverage WGSL's type system. - **Minimize Padding:** Only add padding where required by alignment rules to reduce memory usage. **Example (CommonPostProcessUniforms / HeptagonUniforms):** ```wgsl struct CommonUniforms { resolution: vec2, _pad0: vec2, // 8 bytes padding to align subsequent members aspect_ratio: f32, time: f32, beat: f32, audio_intensity: f32, }; // Expected size: 32 bytes ``` **Example (EffectParams with f32 members):** ```wgsl struct EffectParams { parameter1: f32, parameter2: f32, // ... more parameters ... }; // Expected size: 8 bytes (if only two f32s) ``` ### C++ Definitions and Validation For every WGSL uniform struct, a corresponding C++ struct must exist. This C++ struct must include a `static_assert` to verify its size and alignment matches the WGSL definition. - **Mirror WGSL Structure:** The C++ struct should mirror the WGSL struct's member order and types as closely as possible to ensure accurate size calculation. - **`static_assert`:** Always include `static_assert(sizeof(MyStruct) == EXPECTED_SIZE, "MyStruct must be EXPECTED_SIZE bytes for WGSL alignment");`. - **Use `float` for `f32`:** Use `float` for `f32` in C++. - **Use `vec2` mapping:** If WGSL uses `vec2`, map it to an equivalent C++ type that occupies 8 bytes, typically `float[2]` or a `struct Vec2 { float x, y; }` if more complex type handling is needed. - **Padding:** C++ padding rules can differ from WGSL. Pay close attention to `static_assert` for validation. **Example (C++ CommonPostProcessUniforms):** ```cpp struct CommonPostProcessUniforms { vec2 resolution; // 8 bytes float _pad[2]; // 8 bytes padding (matches vec2 in WGSL) float aspect_ratio; // 4 bytes float time; // 4 bytes float beat; // 4 bytes float audio_intensity; // 4 bytes }; static_assert(sizeof(CommonPostProcessUniforms) == 32, "CommonPostProcessUniforms must be 32 bytes for WGSL alignment"); ``` **Example (C++ GaussianBlurParams):** ```cpp struct GaussianBlurParams { float strength = 2.0f; float _pad = 0.0f; }; static_assert(sizeof(GaussianBlurParams) == 8, "GaussianBlurParams must be 8 bytes for WGSL alignment"); ``` ## Handling Common Pitfalls - **`vec3` Padding:** Avoid using `vec3` for padding in WGSL, as it has a 16-byte alignment. If padding is needed, use `vec2` for 8 bytes or individual `f32`s for 4-byte alignment. - **C++ vs. WGSL Alignment:** Always rely on `static_assert` in C++ and verify against WGSL alignment rules. C++ padding rules might differ, and the `static_assert` is the ultimate arbiter. - **Unmatched Structs:** Ensure every WGSL uniform struct has a corresponding C++ struct with a matching `static_assert`. ## Validation Tool The `tools/validate_uniforms.py` script is integrated into the build system. It automatically checks for inconsistencies between WGSL and C++ uniform struct definitions and reports any size mismatches. Ensure this script passes for all new or modified uniform definitions.