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authorskal <pascal.massimino@gmail.com>2026-02-02 15:55:03 +0100
committerskal <pascal.massimino@gmail.com>2026-02-02 15:55:03 +0100
commitc194f59e171a1e58ce1704f37d99ffcd09a42433 (patch)
treef77a32f2c4c23b335209b8df11cc82920388b51a /src/gpu/effects/passthrough_effect.cc
parent316825883c705ed0fe927c32e072f98141d3eaa3 (diff)
fix(gpu): Resolve high-DPI squished rendering and 3D shadow bugs
- Implemented dynamic resolution support in all shaders and effects. - Added explicit viewport setting for all render passes to ensure correct scaling. - Fixed 3D shadow mapping by adding PLANE support and standardizing soft shadow logic. - Propagated resize events through the Effect hierarchy. - Applied project-wide code formatting.
Diffstat (limited to 'src/gpu/effects/passthrough_effect.cc')
-rw-r--r--src/gpu/effects/passthrough_effect.cc6
1 files changed, 5 insertions, 1 deletions
diff --git a/src/gpu/effects/passthrough_effect.cc b/src/gpu/effects/passthrough_effect.cc
index cb92ba1..7825c0a 100644
--- a/src/gpu/effects/passthrough_effect.cc
+++ b/src/gpu/effects/passthrough_effect.cc
@@ -9,11 +9,15 @@ PassthroughEffect::PassthroughEffect(WGPUDevice device, WGPUQueue queue,
WGPUTextureFormat format)
: PostProcessEffect(device, queue) {
uniforms_ =
- gpu_create_buffer(device_, sizeof(float) * 4,
+ gpu_create_buffer(device_, sizeof(float) * 6,
WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
pipeline_ =
create_post_process_pipeline(device_, format, passthrough_shader_wgsl);
}
void PassthroughEffect::update_bind_group(WGPUTextureView input_view) {
+ struct {
+ float t, b, i, a, w, h;
+ } u = {0, 0, 0, 0, (float)width_, (float)height_};
+ wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u));
pp_update_bind_group(device_, pipeline_, &bind_group_, input_view, uniforms_);
}