diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-02 15:55:03 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-02 15:55:03 +0100 |
| commit | c194f59e171a1e58ce1704f37d99ffcd09a42433 (patch) | |
| tree | f77a32f2c4c23b335209b8df11cc82920388b51a /src/gpu/effects/passthrough_effect.cc | |
| parent | 316825883c705ed0fe927c32e072f98141d3eaa3 (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.cc | 6 |
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_); } |
