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authorskal <pascal.massimino@gmail.com>2026-03-07 19:02:07 +0100
committerskal <pascal.massimino@gmail.com>2026-03-07 19:02:07 +0100
commite4851ae9f310b44dab25eb979733281002c8953d (patch)
treeee93eb4f2890acfac37a52ca204081783fa46b2e /src/effects/flash_effect.cc
parent95802739b8ccaf9112fe4fe6e496ba7ae4158aae (diff)
refactor(effects): introduce WgslEffect for shader-only post-process effects
Replace boilerplate .h/.cc pairs for simple single-pass effects with a generic WgslEffect base class that takes a shader string + optional WgslEffectParams (binding 3). Port Flash, Passthrough, Heptagon, Scratch, and GaussianBlur to thin header-only wrappers — no .cc files, no CMake entries needed. Removes 5 .cc files (-243 lines). Update EFFECT_WORKFLOW.md, CONTRIBUTING.md, and AI_RULES.md to document the WgslEffect (Path A) vs full class (Path B) workflow. Doc cleanup: fix stale GaussianBlurParams/PostProcessEffect references and test counts. handoff(Claude): WgslEffect landed; 5 effects ported; docs updated. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Diffstat (limited to 'src/effects/flash_effect.cc')
-rw-r--r--src/effects/flash_effect.cc47
1 files changed, 0 insertions, 47 deletions
diff --git a/src/effects/flash_effect.cc b/src/effects/flash_effect.cc
deleted file mode 100644
index 7064e9c..0000000
--- a/src/effects/flash_effect.cc
+++ /dev/null
@@ -1,47 +0,0 @@
-// Flash effect for visual sync testing
-// Pulses white based on beat timing
-
-#include "effects/flash_effect.h"
-#include "effects/shaders.h"
-#include "gpu/post_process_helper.h"
-#include "util/fatal_error.h"
-
-Flash::Flash(const GpuContext& ctx, const std::vector<std::string>& inputs,
- const std::vector<std::string>& outputs, float start_time,
- float end_time)
- : Effect(ctx, inputs, outputs, start_time, end_time) {
- HEADLESS_RETURN_IF_NULL(ctx_.device);
-
- create_nearest_sampler();
- create_dummy_scene_texture();
-
- pipeline_.set(create_post_process_pipeline(
- ctx_.device, WGPUTextureFormat_RGBA8Unorm, flash_shader_wgsl));
-}
-
-void Flash::render(WGPUCommandEncoder encoder,
- const UniformsSequenceParams& params, NodeRegistry& nodes) {
- // Get output view (scene effects typically write to output, ignore input)
- WGPUTextureView output_view = nodes.get_view(output_nodes_[0]);
-
- // Update bind group (use dummy texture for scene effect)
- pp_update_bind_group(ctx_.device, pipeline_.get(), bind_group_.get_address(),
- dummy_texture_view_.get(), uniforms_buffer_.get(),
- {nullptr, 0});
-
- // Render pass
- WGPURenderPassColorAttachment color_attachment = {};
- gpu_init_color_attachment(color_attachment, output_view);
-
- WGPURenderPassDescriptor pass_desc = {};
- pass_desc.colorAttachmentCount = 1;
- pass_desc.colorAttachments = &color_attachment;
-
- WGPURenderPassEncoder pass =
- wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc);
- wgpuRenderPassEncoderSetPipeline(pass, pipeline_.get());
- wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_.get(), 0, nullptr);
- wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0);
- wgpuRenderPassEncoderEnd(pass);
- wgpuRenderPassEncoderRelease(pass);
-}