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Diffstat (limited to 'src/effects/flash_effect.cc')
-rw-r--r--src/effects/flash_effect.cc38
1 files changed, 21 insertions, 17 deletions
diff --git a/src/effects/flash_effect.cc b/src/effects/flash_effect.cc
index 9f0a6fa..ac46562 100644
--- a/src/effects/flash_effect.cc
+++ b/src/effects/flash_effect.cc
@@ -2,21 +2,19 @@
// Pulses white based on beat timing
#include "effects/flash_effect.h"
-#include "gpu/post_process_helper.h"
#include "effects/shaders.h"
+#include "gpu/post_process_helper.h"
#include "util/fatal_error.h"
-Flash::Flash(const GpuContext& ctx,
- const std::vector<std::string>& inputs,
- const std::vector<std::string>& outputs)
+Flash::Flash(const GpuContext& ctx, const std::vector<std::string>& inputs,
+ const std::vector<std::string>& outputs)
: Effect(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr),
sampler_(nullptr), dummy_texture_(nullptr), dummy_texture_view_(nullptr) {
HEADLESS_RETURN_IF_NULL(ctx_.device);
uniforms_buffer_.init(ctx_.device);
- pipeline_ = create_post_process_pipeline(ctx_.device,
- WGPUTextureFormat_RGBA8Unorm,
- flash_shader_wgsl);
+ pipeline_ = create_post_process_pipeline(
+ ctx_.device, WGPUTextureFormat_RGBA8Unorm, flash_shader_wgsl);
// Create dummy sampler (scene effects don't use texture input)
WGPUSamplerDescriptor sampler_desc = {};
@@ -40,16 +38,20 @@ Flash::Flash(const GpuContext& ctx,
}
Flash::~Flash() {
- if (bind_group_) wgpuBindGroupRelease(bind_group_);
- if (pipeline_) wgpuRenderPipelineRelease(pipeline_);
- if (sampler_) wgpuSamplerRelease(sampler_);
- if (dummy_texture_view_) wgpuTextureViewRelease(dummy_texture_view_);
- if (dummy_texture_) wgpuTextureRelease(dummy_texture_);
+ if (bind_group_)
+ wgpuBindGroupRelease(bind_group_);
+ if (pipeline_)
+ wgpuRenderPipelineRelease(pipeline_);
+ if (sampler_)
+ wgpuSamplerRelease(sampler_);
+ if (dummy_texture_view_)
+ wgpuTextureViewRelease(dummy_texture_view_);
+ if (dummy_texture_)
+ wgpuTextureRelease(dummy_texture_);
}
void Flash::render(WGPUCommandEncoder encoder,
- const UniformsSequenceParams& params,
- NodeRegistry& nodes) {
+ const UniformsSequenceParams& params, NodeRegistry& nodes) {
// Get output view (scene effects typically write to output, ignore input)
WGPUTextureView output_view = nodes.get_view(output_nodes_[0]);
@@ -57,8 +59,9 @@ void Flash::render(WGPUCommandEncoder encoder,
uniforms_buffer_.update(ctx_.queue, params);
// Update bind group (use dummy texture for scene effect)
- pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, dummy_texture_view_,
- uniforms_buffer_.get(), {nullptr, 0});
+ pp_update_bind_group(ctx_.device, pipeline_, &bind_group_,
+ dummy_texture_view_, uniforms_buffer_.get(),
+ {nullptr, 0});
// Render pass
WGPURenderPassColorAttachment color_attachment = {};
@@ -72,7 +75,8 @@ void Flash::render(WGPUCommandEncoder encoder,
pass_desc.colorAttachmentCount = 1;
pass_desc.colorAttachments = &color_attachment;
- WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc);
+ WGPURenderPassEncoder pass =
+ wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc);
wgpuRenderPassEncoderSetPipeline(pass, pipeline_);
wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr);
wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0);