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| author | skal <pascal.massimino@gmail.com> | 2026-02-07 17:04:56 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-07 17:04:56 +0100 |
| commit | bd939acdf750181ef0e1a612b445da4c15077c85 (patch) | |
| tree | 028401c762b0436d9a5de1aa656ab35ba6445674 /src/gpu/effects/particle_spray_effect.cc | |
| parent | f2963ac821a3af1c54002ba13944552166956d04 (diff) | |
refactor: Bundle GPU context into GpuContext struct
- Created GpuContext struct {device, queue, format}
- Updated Effect/PostProcessEffect to take const GpuContext&
- Updated all 19 effect implementations
- Updated MainSequence.init() and LoadTimeline() signatures
- Updated generated timeline files
- Updated all test files
- Added gpu_get_context() accessor and fixture.ctx() helper
Fixes test_mesh.cc compilation error from g_device/g_queue/g_format conflicts.
All targets build successfully.
Diffstat (limited to 'src/gpu/effects/particle_spray_effect.cc')
| -rw-r--r-- | src/gpu/effects/particle_spray_effect.cc | 7 |
1 files changed, 3 insertions, 4 deletions
diff --git a/src/gpu/effects/particle_spray_effect.cc b/src/gpu/effects/particle_spray_effect.cc index e8ead0a..452017e 100644 --- a/src/gpu/effects/particle_spray_effect.cc +++ b/src/gpu/effects/particle_spray_effect.cc @@ -6,9 +6,8 @@ #include <vector> // --- ParticleSprayEffect --- -ParticleSprayEffect::ParticleSprayEffect(WGPUDevice device, WGPUQueue queue, - WGPUTextureFormat format) - : Effect(device, queue) { +ParticleSprayEffect::ParticleSprayEffect(const GpuContext& ctx) + : Effect(ctx) { uniforms_ = gpu_create_buffer(device_, sizeof(float) * 6, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); @@ -27,7 +26,7 @@ ParticleSprayEffect::ParticleSprayEffect(WGPUDevice device, WGPUQueue queue, {particles_buffer_, WGPUBufferBindingType_ReadOnlyStorage}, {uniforms_, WGPUBufferBindingType_Uniform}}; render_pass_ = - gpu_create_render_pass(device_, format, particle_render_wgsl, rb, 2); + gpu_create_render_pass(device_, format_, particle_render_wgsl, rb, 2); render_pass_.vertex_count = 6; render_pass_.instance_count = NUM_PARTICLES; } |
