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-rw-r--r--src/effects/passthrough_effect_v2.cc75
1 files changed, 75 insertions, 0 deletions
diff --git a/src/effects/passthrough_effect_v2.cc b/src/effects/passthrough_effect_v2.cc
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+++ b/src/effects/passthrough_effect_v2.cc
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+// 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);
+}