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authorskal <pascal.massimino@gmail.com>2026-02-16 23:33:53 +0100
committerskal <pascal.massimino@gmail.com>2026-02-16 23:33:53 +0100
commit3b2bee705cfe5a250bb6049a90b5d734d3125f73 (patch)
treef6c7151b6b9c6eecdf7a3a750c4c57e5c528cc0e /src/gpu/sequence.h
parent0585a596e2fc77239912bd6437ea76b1af5ad0d5 (diff)
fix: port Hybrid3D effect to sequence v2 architecture
Hybrid3D was calling Renderer3D::render() which creates its own command encoder, bypassing the sequence system. Now uses renderer_.draw() with the passed encoder. Also adds texture blit support for RotatingCube compositing. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'src/gpu/sequence.h')
-rw-r--r--src/gpu/sequence.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/gpu/sequence.h b/src/gpu/sequence.h
index a33dedb..e96e183 100644
--- a/src/gpu/sequence.h
+++ b/src/gpu/sequence.h
@@ -62,6 +62,9 @@ class NodeRegistry {
std::vector<WGPUTextureView>
get_output_views(const std::vector<std::string>& names);
+ // Retrieve texture (for blits)
+ WGPUTexture get_texture(const std::string& name);
+
// Resize all nodes
void resize(int width, int height);