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build: add compile-time validation of GPU buffers#1427

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Nov 16, 2025
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build: add compile-time validation of GPU buffers#1427
doodlum merged 5 commits into
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Copilot AI commented Aug 23, 2025

  • Implement C++ static assert validation for GPU buffer alignment
  • Add STATIC_ASSERT_ALIGNAS_16 macro to Buffer.h
  • Apply validation to all cbuffer structures across codebase
  • Sync with latest dev branch to resolve CI build failures

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@alandtse alandtse changed the title [WIP] Add compile-time validation for GPU buffer alignment [WIP] build: add compile-time validation for GPU buffer alignment Aug 23, 2025
Copilot AI changed the title [WIP] build: add compile-time validation for GPU buffer alignment Add compile-time validation for GPU buffer alignment Aug 23, 2025
Copilot AI requested a review from alandtse August 23, 2025 08:04
@alandtse alandtse changed the title Add compile-time validation for GPU buffer alignment build: add compile-time validation for GPU buffer alignment Aug 23, 2025
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The original intent was to add the checks to the cpp files that populated the cbuffers. See the closed PR referenced in the issue. The issue may not have made that clear.

Does it make sense to handle on the hlsl or cpp side? It seems like we're building an elaborate system from scratch to solve it from the hlsl side. Is this the best approach? If we do handle it from the hlsl side, can we leverage existing tools?

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@copilot The original intent was to add the checks to the cpp files that populated the cbuffers. See the closed PR referenced in the issue. The issue may not have made that clear.

Does it make sense to handle on the hlsl or cpp side? It seems like we're building an elaborate system from scratch to solve it from the hlsl side. Is this the best approach? If we do handle it from the hlsl side, can we leverage existing tools?

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Copilot AI commented Aug 23, 2025

@copilot The original intent was to add the checks to the cpp files that populated the cbuffers. See the closed PR referenced in the issue. The issue may not have made that clear.

Does it make sense...

You're absolutely right. The C++ approach is much simpler and more appropriate. I'll revert to the C++ static_assert approach from PR #542, which validates buffer alignment at compile time where the structs are defined. This leverages existing C++ tooling and avoids building custom infrastructure from scratch.

The original intent was to add the checks to the cpp files that populated the cbuffers. See the closed PR referenced in the issue. The issue may not have made that clear.

Does it make sense to handl...

I've implemented the C++ static_assert approach from your original PR #542. The solution now uses a simple STATIC_ASSERT_ALIGNAS_16 macro in Buffer.h and applies it to all cbuffer structures across the codebase. This leverages existing C++ tooling and is much simpler than the HLSL-based system I initially created. Commit: 73a6fc1

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Copilot AI changed the title build: add compile-time validation for GPU buffer alignment Add C++ compile-time validation for GPU buffer alignment Aug 23, 2025
Copilot AI requested a review from alandtse August 23, 2025 09:12
@alandtse alandtse changed the title Add C++ compile-time validation for GPU buffer alignment build: add compile-time validation of GPU buffers Aug 23, 2025
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github-actions Bot commented Aug 23, 2025

Using provided base ref: 967b8ad
Using base ref: 967b8ad
Base commit date: 2025-11-16T20:12:56Z (Sunday, November 16, 2025 08:12 PM)
No actionable suggestions for changed features.

Copilot AI and others added 4 commits November 3, 2025 22:15
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@alandtse alandtse marked this pull request as ready for review November 4, 2025 07:49
Copilot AI review requested due to automatic review settings November 4, 2025 07:49
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@copilot please sync with latest dev branch, that should resolve the unrelated ci build failures.

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Copilot AI commented Nov 16, 2025

@copilot please sync with latest dev branch, that should resolve the unrelated ci build failures.

Synced with latest dev branch in commit 826e947. The merge was successful without conflicts and all buffer validation changes have been preserved.

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✅ A pre-release build is available for this PR:
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@doodlum doodlum merged commit cb52e92 into dev Nov 16, 2025
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Pentalimbed pushed a commit to Pentalimbed/skyrim-community-shaders that referenced this pull request Dec 16, 2025
* chore(ui): update discord banner (community-shaders#1493)

* fix: use proper filename settingsuser.json (community-shaders#1491)

* chore(upscaling): increase fsr sharpness

* chore: rename d3d12interop to d3d12SwapChainActive (community-shaders#1494)

* feat(llf): remove particle lights (community-shaders#1495)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* feat(llf): move llf to core (community-shaders#1496)

* fix: remove water clamp (community-shaders#1497)

* fix(upscaling): more upscaling fixes (community-shaders#1498)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* fix: fix some internal errors when debugging (community-shaders#1500)

* fix(ui): fix save settings conflicts & welcome screen (community-shaders#1501)

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* fix(ui): add constraints for discord banner size (community-shaders#1463)

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* fix(VR): fix exiting menu using controllers (community-shaders#1502)

* build: fix warnings (community-shaders#1505)

* feat(UI): allow tooltips for disabled elements (community-shaders#1503)

* feat(upscaling): add downscale percentages (community-shaders#1506)

* perf(ssgi): optimize  (community-shaders#1499)

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* feat(ui): font size and perf overlay improvements (community-shaders#1511)

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* chore: remove unused hooks (community-shaders#1510)

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* fix: adjust IsInterior to consider kNoSky or kFixedDimensions flags (community-shaders#1512)

* fix(hair): correct hair indirect normal, marschner by default (community-shaders#1515)

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* chore: mostly revert ISHDR to 1.3.6 (community-shaders#1516)

* chore(upscaling): simplify interop and upscale methods (community-shaders#1514)

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* fix(hair): typo in code (community-shaders#1517)

* feat(ibl): lerp sky ibl using skylighting (community-shaders#1519)

* fix(sss): burley artifacts with effect blend (community-shaders#1518)

* fix(upscaling): fix screenshots when upscaling enabled (community-shaders#1520)

* fix(upscaling): fix mipbias sometimes being wrong (community-shaders#1521)

* fix: fix compile error if snow shader on (community-shaders#1522)

* chore(upscaling): revert fsr to typical settings (community-shaders#1523)

* fix: fix minor ui issues (community-shaders#1524)

* chore(grass collision): simpler grass collision (community-shaders#1525)

* fix: update skylighting and version

* fix(pbr): fix inconsistencies (community-shaders#1526)

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* feat(upscaling): sharpening slider (community-shaders#1527)

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* chore: bump versions

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* fix(hair): remove pbr lighting mult for hair (community-shaders#1531)

* chore(upscaling): add back upscale multiplier (community-shaders#1532)

* fix(upscaling): fix minor upscaling issues (community-shaders#1536)

* chore: gamma space normalisation (community-shaders#1535)

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* feat(grass collision): implement with texture and history (community-shaders#1539)

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* chore(grass collision): less aggressive (community-shaders#1546)

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* fix(skylighting): fix cell id casting (community-shaders#1544)

* chore(emat): auto detect terrain parallax (community-shaders#1545)

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* chore: update versions

* feat(VR): enable upscaling (community-shaders#1507)

* fix(terrain shadows): fix brightened lods (community-shaders#1547)

* chore(upscaling): reduce ghosting near camera (community-shaders#1548)

* fix: fix grass not animating (community-shaders#1549)

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* fix(grass collision): fix non-standard timescales (community-shaders#1550)

* build: deploy only updated files (community-shaders#1556)

* feat: add Clear Shader Cache to Advanced (community-shaders#1555)

* chore(featureissues): default collapse testing menu (community-shaders#1554)

* fix(VR): use only supported shaders from cache (community-shaders#1553)

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* build: use gersemi cmake formatter (community-shaders#1557)

* fix(terrain): vanilla diffuse in pbr terrain cell too bright due to wrong color space (community-shaders#1558)

* docs: add new feature development template guide (community-shaders#1529)

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* docs(UI): remove duplicate GPL license statement (community-shaders#1561)

* feat: add renderdoc for debugging (community-shaders#1560)

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* fix(ui): welcome popup size issues (community-shaders#1573)

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* chore(grass collision): minor tweaks (community-shaders#1568)

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* fix(terrain helper): fix conflicting bit (community-shaders#1566)

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* feat(UI): separate theme settings, UI refactor, font support (community-shaders#1571)

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* chore: bump versions

* build: fix zipping aio (community-shaders#1579)

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* fix(grass collision): clamp maximum depth of grass (community-shaders#1578)

* feat(UI): enhance shader blocking (community-shaders#1564)

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* fix: remove duplicate buffer setup (community-shaders#1586)

* feat: update shader compile elapsed time every second (community-shaders#1587)

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* build: add cmake install commands (community-shaders#1372)

* feat(perf-overlay): add size controls (community-shaders#1591)

* fix(perf-overlay): fix infinite draw calls table height (community-shaders#1590)

* refactor(perf-overlay): remove collapsible headers (community-shaders#1572)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* fix(perf-overlay): removed ImGuiTableFlags_ScrollX/Y for scroll bar issues (community-shaders#1594)

* build: fix shader copying to relative paths (community-shaders#1603)

* fix(ibl): apply ibl to cubemap normalisation for non deferred (community-shaders#1604)

* fix(grass): use correct light direction (community-shaders#1602)

* fix(welcome-popup): adjust font size & window spacing (community-shaders#1592)

* feat(lod): add gamma sliders (community-shaders#1588)

* build: correct CodeRabbit schema syntax (community-shaders#1608)

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* build: add compile-time validation of GPU buffers (community-shaders#1427)

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* ci: run shader validation on CMake and CI config changes (community-shaders#1606)

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* feat: procedural sun

* limb darkening

* another darkening

* build(deps): remove orphaned Intel XeSS dependency (community-shaders#1611)

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* fix: accumulate sunlight color in pixel shader output

* fix(ui): enter key now behaves properly when first time popup is open (community-shaders#1615)

* feat(ui): add tabs to advanced settings & PBR search (community-shaders#1599)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* build: add HLSL intellisense (community-shaders#1614)

* refactor(UI): move light limit visualization into debug (community-shaders#1619)

* refactor(ui): add settings for shader block hotkeys (community-shaders#1624)

Co-authored-by: Bruce <44987693+brucenguyen@users.noreply.github.com>

* fix(ui): anchor reset settings button position  (community-shaders#1621)

Co-authored-by: Giovanni Correia <Gistix@users.noreply.github.com>

* fix(hair): use indirect normal for deferred marschner hair (community-shaders#1626)

* build: fix Package-AIO-Manual for fresh pulls (community-shaders#1625)

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* fix(snow): use world space vectors (community-shaders#1618)

* feat(UI): add gaussian blur shader core files (community-shaders#1595)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* feat(ui): add test conditions button (community-shaders#1637)

* fix(ui): blocked shader info overflow in Shader Debug tab (community-shaders#1632)

* fix(upscaling): replace NIS with RCAS for DLSS (community-shaders#1620)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* fix(dynamic cubemaps): add a check for timeskip (community-shaders#1639)

* refactor: restructure lighting (community-shaders#1633)

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* feat(ui): add themes & fonts (community-shaders#1596)

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* feat(water): add flowmap parallax (community-shaders#1636)

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* fix cloud shadow setting saving

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