From bdb1a4e95a545f3f4d88630b8aec6ab771776d99 Mon Sep 17 00:00:00 2001 From: skal Date: Tue, 17 Feb 2026 13:05:11 +0100 Subject: refactor(effects): Streamline uniforms initialization Centralized uniforms_buffer_ initialization and updates to Effect base class: - init_uniforms_buffer() now automatic in Effect::Effect() - uniforms_buffer_.update() now automatic in dispatch_render() - Removed redundant calls from all effect subclasses - Updated effect.h comments to reflect automatic behavior - Updated EFFECT_WORKFLOW.md templates Benefits: - 16 lines removed from effect implementations - Consistent pattern enforced at compile time - Reduced boilerplate for new effects Tests: 34/34 passing handoff(Claude): Effect base class now handles uniforms automatically --- src/effects/flash_effect.cc | 4 ---- 1 file changed, 4 deletions(-) (limited to 'src/effects/flash_effect.cc') diff --git a/src/effects/flash_effect.cc b/src/effects/flash_effect.cc index 93ff4dd..7064e9c 100644 --- a/src/effects/flash_effect.cc +++ b/src/effects/flash_effect.cc @@ -12,7 +12,6 @@ Flash::Flash(const GpuContext& ctx, const std::vector& inputs, : Effect(ctx, inputs, outputs, start_time, end_time) { HEADLESS_RETURN_IF_NULL(ctx_.device); - init_uniforms_buffer(); create_nearest_sampler(); create_dummy_scene_texture(); @@ -25,9 +24,6 @@ void Flash::render(WGPUCommandEncoder encoder, // Get output view (scene effects typically write to output, ignore input) WGPUTextureView output_view = nodes.get_view(output_nodes_[0]); - // Update uniforms - uniforms_buffer_.update(ctx_.queue, params); - // Update bind group (use dummy texture for scene effect) pp_update_bind_group(ctx_.device, pipeline_.get(), bind_group_.get_address(), dummy_texture_view_.get(), uniforms_buffer_.get(), -- cgit v1.2.3