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| author | skal <pascal.massimino@gmail.com> | 2026-02-09 14:28:46 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-09 14:28:46 +0100 |
| commit | 9bb5fd64776ac8a7e4b012ac2de340ddfa09a2c9 (patch) | |
| tree | 79b99e6196ca70df8ddf3b9b0809ea5770ee0280 /src/gpu/texture_manager.h | |
| parent | 8d6f14793a1edc34644297e2b24248c00bbff3be (diff) | |
feat: GPU procedural Phase 4 - texture composition
Multi-input composite shaders with sampler support.
- Dynamic bind group layouts (N input textures + 1 sampler)
- dispatch_composite() for multi-input compute dispatch
- create_gpu_composite_texture() API
- gen_blend.wgsl and gen_mask.wgsl shaders
Guarded with #if !defined(STRIP_GPU_COMPOSITE) for easy removal.
Tests:
- Blend two noise textures
- Mask noise with grid
- Multi-stage composite (composite of composites)
Size: ~830 bytes (2 shaders + dispatch logic)
handoff(Claude): GPU procedural Phase 4 complete
Diffstat (limited to 'src/gpu/texture_manager.h')
| -rw-r--r-- | src/gpu/texture_manager.h | 25 |
1 files changed, 24 insertions, 1 deletions
diff --git a/src/gpu/texture_manager.h b/src/gpu/texture_manager.h index 63c2947..86d1f63 100644 --- a/src/gpu/texture_manager.h +++ b/src/gpu/texture_manager.h @@ -51,6 +51,17 @@ class TextureManager { void create_gpu_grid_texture(const std::string& name, const GpuProceduralParams& params); +#if !defined(STRIP_GPU_COMPOSITE) + // GPU composite generation (multi-input textures) + void create_gpu_composite_texture(const std::string& name, + const std::string& shader_func, + const char* shader_code, + const void* uniform_data, + size_t uniform_size, + int width, int height, + const std::vector<std::string>& input_names); +#endif + #if !defined(STRIP_ALL) // On-demand lazy generation (stripped in final builds) WGPUTextureView get_or_generate_gpu_texture(const std::string& name, @@ -65,17 +76,29 @@ class TextureManager { WGPUComputePipeline pipeline; const char* shader_code; size_t uniform_size; + int num_input_textures; }; WGPUComputePipeline get_or_create_compute_pipeline(const std::string& func_name, const char* shader_code, - size_t uniform_size); + size_t uniform_size, + int num_input_textures = 0); void dispatch_compute(const std::string& func_name, WGPUTexture target, const GpuProceduralParams& params, const void* uniform_data, size_t uniform_size); +#if !defined(STRIP_GPU_COMPOSITE) + void dispatch_composite(const std::string& func_name, WGPUTexture target, + const GpuProceduralParams& params, + const void* uniform_data, size_t uniform_size, + const std::vector<WGPUTextureView>& input_views); +#endif + WGPUDevice device_; WGPUQueue queue_; std::map<std::string, GpuTexture> textures_; std::map<std::string, ComputePipelineInfo> compute_pipelines_; +#if !defined(STRIP_GPU_COMPOSITE) + WGPUSampler linear_sampler_; +#endif }; |
