diff options
Diffstat (limited to 'src/effects/passthrough_effect_v2.cc')
| -rw-r--r-- | src/effects/passthrough_effect_v2.cc | 75 |
1 files changed, 75 insertions, 0 deletions
diff --git a/src/effects/passthrough_effect_v2.cc b/src/effects/passthrough_effect_v2.cc new file mode 100644 index 0000000..d98315f --- /dev/null +++ b/src/effects/passthrough_effect_v2.cc @@ -0,0 +1,75 @@ +// Passthrough effect v2 implementation + +#include "effects/passthrough_effect_v2.h" +#include "gpu/post_process_helper.h" +#include "gpu/shaders.h" + +PassthroughEffectV2::PassthroughEffectV2(const GpuContext& ctx, + const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs) + : EffectV2(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr), + sampler_(nullptr) { + // Create pipeline + pipeline_ = create_post_process_pipeline(ctx_.device, WGPUTextureFormat_RGBA8Unorm, + passthrough_shader_wgsl); + + // Create sampler + WGPUSamplerDescriptor sampler_desc = {}; + sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge; + sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge; + sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge; + sampler_desc.magFilter = WGPUFilterMode_Linear; + sampler_desc.minFilter = WGPUFilterMode_Linear; + sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Nearest; + sampler_ = wgpuDeviceCreateSampler(ctx_.device, &sampler_desc); +} + +void PassthroughEffectV2::render(WGPUCommandEncoder encoder, + const UniformsSequenceParams& params, + NodeRegistry& nodes) { + // Get input/output views + WGPUTextureView input_view = nodes.get_view(input_nodes_[0]); + WGPUTextureView output_view = nodes.get_view(output_nodes_[0]); + + // Update bind group (recreate each frame for simplicity) + WGPUBindGroupEntry entries[3] = {}; + + entries[0].binding = PP_BINDING_SAMPLER; + entries[0].sampler = sampler_; + + entries[1].binding = PP_BINDING_TEXTURE; + entries[1].textureView = input_view; + + // Uniforms (binding 2) - use empty buffer for now + entries[2].binding = PP_BINDING_UNIFORMS; + entries[2].buffer = nullptr; + entries[2].size = 0; + + WGPUBindGroupDescriptor bg_desc = {}; + bg_desc.layout = wgpuRenderPipelineGetBindGroupLayout(pipeline_, 0); + bg_desc.entryCount = 2; // Only sampler and texture, no uniforms + bg_desc.entries = entries; + + if (bind_group_) { + wgpuBindGroupRelease(bind_group_); + } + bind_group_ = wgpuDeviceCreateBindGroup(ctx_.device, &bg_desc); + + // Render pass + WGPURenderPassColorAttachment color_attachment = {}; + color_attachment.view = output_view; + color_attachment.loadOp = WGPULoadOp_Clear; + color_attachment.storeOp = WGPUStoreOp_Store; + color_attachment.clearValue = {0.0, 0.0, 0.0, 1.0}; + + WGPURenderPassDescriptor pass_desc = {}; + pass_desc.colorAttachmentCount = 1; + pass_desc.colorAttachments = &color_attachment; + + WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); + wgpuRenderPassEncoderSetPipeline(pass, pipeline_); + wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr); + wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); // Fullscreen triangle + wgpuRenderPassEncoderEnd(pass); + wgpuRenderPassEncoderRelease(pass); +} |
