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authorskal <pascal.massimino@gmail.com>2026-02-01 16:18:19 +0100
committerskal <pascal.massimino@gmail.com>2026-02-01 16:18:19 +0100
commit1522b95c838fc3e567066fd96dede3dca25cbc95 (patch)
tree24dd8d2bc586f8b9f8f3518b4fe68907e8eeb1d4 /src/gpu/gpu.cc
parent1481b0a6313b725eec3e3ebeea085e98703df00f (diff)
feat(gpu): Integrate bumpy 3D renderer into main demo
- Added depth buffer support to MainSequence. - Implemented Hybrid3DEffect for the main timeline. - Fixed effect initialization order in MainSequence. - Ensured depth-stencil compatibility for all scene effects. - Updated demo sequence with 3D elements and post-processing.
Diffstat (limited to 'src/gpu/gpu.cc')
-rw-r--r--src/gpu/gpu.cc7
1 files changed, 7 insertions, 0 deletions
diff --git a/src/gpu/gpu.cc b/src/gpu/gpu.cc
index 3cdf9aa..17d32ee 100644
--- a/src/gpu/gpu.cc
+++ b/src/gpu/gpu.cc
@@ -147,6 +147,13 @@ RenderPass gpu_create_render_pass(WGPUDevice device, WGPUTextureFormat format,
pipeline_desc.multisample.mask = 0xFFFFFFFF;
pipeline_desc.fragment = &fragment_state;
+ // Depth Stencil State (Required for compatibility with MainSequence pass)
+ WGPUDepthStencilState depth_stencil = {};
+ depth_stencil.format = WGPUTextureFormat_Depth24Plus;
+ depth_stencil.depthWriteEnabled = WGPUOptionalBool_False;
+ depth_stencil.depthCompare = WGPUCompareFunction_Always;
+ pipeline_desc.depthStencil = &depth_stencil;
+
pass.pipeline = wgpuDeviceCreateRenderPipeline(device, &pipeline_desc);
return pass;