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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/passthrough_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/passthrough_effect.cc')
-rw-r--r--src/effects/passthrough_effect.cc60
1 files changed, 0 insertions, 60 deletions
diff --git a/src/effects/passthrough_effect.cc b/src/effects/passthrough_effect.cc
deleted file mode 100644
index 217b5d2..0000000
--- a/src/effects/passthrough_effect.cc
+++ /dev/null
@@ -1,60 +0,0 @@
-// Passthrough effect implementation
-
-#include "effects/passthrough_effect.h"
-#include "effects/shaders.h"
-#include "gpu/post_process_helper.h"
-#include "util/fatal_error.h"
-
-Passthrough::Passthrough(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_linear_sampler();
-
- pipeline_.set(create_post_process_pipeline_simple(
- ctx_.device, WGPUTextureFormat_RGBA8Unorm, passthrough_shader_wgsl));
-}
-
-void Passthrough::render(WGPUCommandEncoder encoder,
- const UniformsSequenceParams& params,
- NodeRegistry& nodes) {
- // Get input/output views
- WGPUTextureView input_view = nodes.get_view(input_nodes_[0]);
- WGPUTextureView output_view = nodes.get_view(output_nodes_[0]);
-
- // Manually create bind group with only 3 entries (no effect params needed)
- WGPUBindGroupEntry entries[3] = {};
- entries[0].binding = PP_BINDING_SAMPLER;
- entries[0].sampler = sampler_.get();
- entries[1].binding = PP_BINDING_TEXTURE;
- entries[1].textureView = input_view;
- entries[2].binding = PP_BINDING_UNIFORMS;
- entries[2].buffer = uniforms_buffer_.get().buffer;
- entries[2].size = sizeof(UniformsSequenceParams);
-
- WGPUBindGroupDescriptor bg_desc = {};
- bg_desc.layout = wgpuRenderPipelineGetBindGroupLayout(pipeline_.get(), 0);
- bg_desc.entryCount = 3;
- bg_desc.entries = entries;
-
- bind_group_.replace(wgpuDeviceCreateBindGroup(ctx_.device, &bg_desc));
-
- // 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); // Fullscreen triangle
- wgpuRenderPassEncoderEnd(pass);
- wgpuRenderPassEncoderRelease(pass);
-}