fix: WebGPU memory alignment and aesthetic pass - #421
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…tifacts Co-authored-by: ford442 <9397845+ford442@users.noreply.github.com>
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📝 WalkthroughWalkthroughThe change expands block PBR shader generation and material uniform wiring, configures authored block textures, updates saturation decay, and synchronizes hard-drop effect flags on both synchronous and asynchronous paths. ChangesBlock rendering and effects
Estimated code review effort: 4 (Complex) | ~60 minutes Sequence Diagram(s)sequenceDiagram
participant Game
participant updateMaterialUniforms
participant PBRBlockShaders
participant GPUResources
Game->>Game: Set effectFlag on hard drop
updateMaterialUniforms->>PBRBlockShaders: Write material-type and fragment uniforms
GPUResources->>PBRBlockShaders: Provide texture and dissolve-field data
PBRBlockShaders-->>GPUResources: Produce shaded premultiplied block output
Possibly related PRs
✨ Finishing Touches🧪 Generate unit tests (beta)
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Fixed the WebGPU uniform buffer layout mismatch causing rendering artifacts by adjusting memory writing offsets in
src/webgpu/viewUniforms.tsandsrc/webgpu/viewMaterials.tsto properly align the mapping with theFragmentUniformsstruct inpbrBlocks.ts. Addressed shader function signature mismatchapplyMaterialParticleInteraction. Removed duplicate properties ineffects.ts. Properly configure the block texture inside the imageSampled theme instantiation logic and adjusted the fragment shader to use correct base alpha mapping.PR created automatically by Jules for task 17774929731782567112 started by @ford442
Summary by CodeRabbit
New Features
Bug Fixes