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| author | skal <pascal.massimino@gmail.com> | 2026-02-17 12:35:59 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-17 12:35:59 +0100 |
| commit | b3eded8d56219fa19029a1b9bb7e7e7584f093d9 (patch) | |
| tree | 1bb2b6f5982892f5776e54fdd14a3976fe1d32ec /src/gpu/effect.cc | |
| parent | 95dd0ff4c000f3752c5c9112d79de3a4bdaa7b25 (diff) | |
refactor(effects): Factor shared initialization into Effect base class
Eliminate ~100 lines of duplicated code across effect subclasses by moving common resource initialization to the base Effect class. Most effects repeatedly created uniforms buffers, samplers, and dummy textures with identical configurations.
Changes:
- Add shared members to Effect: uniforms_buffer_, sampler_, dummy_texture_*
- Add helpers: init_uniforms_buffer(), create_*_sampler(), create_dummy_scene_texture()
- Add gpu_create_*_sampler() and gpu_create_dummy_scene_texture() to gpu.h
- Move HEADLESS_RETURN_IF_NULL to Effect constructor
- Update 7 effects to use base class helpers (Flash, Heptagon, Passthrough, Placeholder, GaussianBlur, Particles, PeakMeter)
Benefits: Improved consistency, easier maintenance, reduced binary size.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'src/gpu/effect.cc')
| -rw-r--r-- | src/gpu/effect.cc | 19 |
1 files changed, 19 insertions, 0 deletions
diff --git a/src/gpu/effect.cc b/src/gpu/effect.cc index 752dd84..cd4bc16 100644 --- a/src/gpu/effect.cc +++ b/src/gpu/effect.cc @@ -14,6 +14,7 @@ Effect::Effect(const GpuContext& ctx, const std::vector<std::string>& inputs, FATAL_CHECK(!outputs.empty(), "Effect must have at least one output\n"); FATAL_CHECK(start_time <= end_time, "Invalid time range: %f > %f\n", start_time, end_time); + HEADLESS_RETURN_IF_NULL(ctx_.device); } void Effect::dispatch_render(WGPUCommandEncoder encoder, @@ -55,3 +56,21 @@ void Effect::blit_input_to_output(WGPUCommandEncoder encoder, wgpuCommandEncoderCopyTextureToTexture(encoder, &src_copy, &dst_copy, &extent); } + +void Effect::init_uniforms_buffer() { + uniforms_buffer_.init(ctx_.device); +} + +void Effect::create_linear_sampler() { + sampler_ = gpu_create_linear_sampler(ctx_.device); +} + +void Effect::create_nearest_sampler() { + sampler_ = gpu_create_nearest_sampler(ctx_.device); +} + +void Effect::create_dummy_scene_texture() { + TextureWithView dummy = gpu_create_dummy_scene_texture(ctx_.device); + dummy_texture_ = dummy.texture; + dummy_texture_view_ = dummy.view; +} |
