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-rw-r--r--src/gpu/gpu.cc45
1 files changed, 14 insertions, 31 deletions
diff --git a/src/gpu/gpu.cc b/src/gpu/gpu.cc
index ff4def7..647833c 100644
--- a/src/gpu/gpu.cc
+++ b/src/gpu/gpu.cc
@@ -3,7 +3,7 @@
// Driven by audio peaks for synchronized visual effects.
#include "gpu.h"
-#include "effect.h"
+#include "generated/timeline_v2.h"
#include "gpu/shader_composer.h"
#include "gpu/shaders.h"
#include "platform/platform.h"
@@ -28,7 +28,6 @@ static WGPUSurfaceConfiguration g_config = {};
static WGPUTextureFormat g_format = WGPUTextureFormat_BGRA8Unorm;
static GpuContext g_gpu_context = {};
-static MainSequence g_main_sequence;
// --- Helper Functions ---
@@ -218,12 +217,8 @@ RenderPass gpu_create_render_pass(WGPUDevice device, WGPUTextureFormat format,
pipeline_desc.multisample.mask = 0xFFFFFFFF;
pipeline_desc.fragment = &fragment_state;
- // Depth Stencil State (Required for compatibility with MainSequence pass)
- WGPUDepthStencilState depth_stencil = {};
- depth_stencil.format = WGPUTextureFormat_Depth24Plus;
- depth_stencil.depthWriteEnabled = WGPUOptionalBool_False;
- depth_stencil.depthCompare = WGPUCompareFunction_Always;
- pipeline_desc.depthStencil = &depth_stencil;
+ // No depth stencil for v2 effects (v1 removed)
+ pipeline_desc.depthStencil = nullptr;
pass.pipeline = wgpuDeviceCreateRenderPipeline(device, &pipeline_desc);
@@ -453,14 +448,17 @@ void gpu_init(PlatformState* platform_state) {
InitShaderComposer();
- g_main_sequence.init(g_gpu_context, platform_state->width,
- platform_state->height);
+ // V2: Sequences initialized by InitializeV2Sequences() called from main
}
void gpu_draw(float audio_peak, float aspect_ratio, float time, float beat_time,
float beat_phase) {
- g_main_sequence.render_frame(time, beat_time, beat_phase, audio_peak,
- aspect_ratio, g_surface);
+ // V2: Rendering handled by RenderV2Timeline() called from main
+ (void)audio_peak;
+ (void)aspect_ratio;
+ (void)time;
+ (void)beat_time;
+ (void)beat_phase;
}
void gpu_resize(int width, int height) {
@@ -469,32 +467,17 @@ void gpu_resize(int width, int height) {
g_config.width = width;
g_config.height = height;
wgpuSurfaceConfigure(g_surface, &g_config);
- g_main_sequence.resize(width, height);
+ // V2: Resize handled by RenderV2Timeline() framebuffer recreation
}
const GpuContext* gpu_get_context() {
return &g_gpu_context;
}
-MainSequence* gpu_get_main_sequence() {
- return &g_main_sequence;
+WGPUSurface gpu_get_surface() {
+ return g_surface;
}
void gpu_shutdown() {
- g_main_sequence.shutdown();
+ // V2: Shutdown handled by sequence cleanup
}
-
-#if !defined(STRIP_ALL)
-void gpu_simulate_until(float time, float bpm) {
- g_main_sequence.simulate_until(time, 1.0f / 60.0f, bpm);
-}
-
-void gpu_add_custom_effect(Effect* effect, float start_time, float end_time,
- int priority) {
- auto seq = std::make_shared<Sequence>();
- seq->init(&g_main_sequence);
- seq->add_effect(std::shared_ptr<Effect>(effect), 0.0f, end_time - start_time,
- priority);
- g_main_sequence.add_sequence(seq, start_time, priority);
-}
-#endif