From 18eb8a07ba39a8aad1c75521cee027b9c9c72e40 Mon Sep 17 00:00:00 2001 From: skal Date: Sun, 1 Feb 2026 00:58:20 +0100 Subject: clang-format --- src/gpu/demo_effects.cc | 30 ++++++++++++++++-------------- 1 file changed, 16 insertions(+), 14 deletions(-) (limited to 'src/gpu/demo_effects.cc') diff --git a/src/gpu/demo_effects.cc b/src/gpu/demo_effects.cc index 77fb152..dbf5be8 100644 --- a/src/gpu/demo_effects.cc +++ b/src/gpu/demo_effects.cc @@ -11,7 +11,7 @@ // Helper to create a standard post-processing pipeline static WGPURenderPipeline create_post_process_pipeline(WGPUDevice device, WGPUTextureFormat format, - const char *shader_code) { + const char* shader_code) { WGPUShaderModuleDescriptor shader_desc = {}; WGPUShaderSourceWGSL wgsl_src = {}; wgsl_src.chain.sType = WGPUSType_ShaderSourceWGSL; @@ -66,7 +66,7 @@ create_post_process_pipeline(WGPUDevice device, WGPUTextureFormat format, // --- SHADERS --- -const char *main_shader_wgsl = R"( +const char* main_shader_wgsl = R"( struct Uniforms { audio_peak: f32, aspect_ratio: f32, time: f32, }; @group(0) @binding(0) var uniforms: Uniforms; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4 { @@ -84,7 +84,7 @@ struct Uniforms { audio_peak: f32, aspect_ratio: f32, time: f32, }; return vec4(r+boost,g+boost,b+boost, 1.0); })"; -const char *particle_compute_wgsl = R"( +const char* particle_compute_wgsl = R"( struct Particle { pos: vec4, vel: vec4, rot: vec4, color: vec4, }; struct Uniforms { audio_peak: f32, aspect_ratio: f32, time: f32, beat: f32, }; @group(0) @binding(0) var particles: array; @@ -105,7 +105,7 @@ fn main(@builtin(global_invocation_id) id: vec3) { particles[i] = p; })"; -const char *particle_render_wgsl = R"( +const char* particle_render_wgsl = R"( struct Particle { pos: vec4, vel: vec4, rot: vec4, color: vec4, }; struct Uniforms { audio_peak: f32, aspect_ratio: f32, time: f32, beat: f32, }; @group(0) @binding(0) var particles: array; @@ -124,7 +124,7 @@ struct VSOut { @builtin(position) pos: vec4, @location(0) color: vec4, @fragment fn fs_main(@location(0) color: vec4) -> @location(0) vec4 { return color; } )"; -const char *passthrough_shader_wgsl = R"( +const char* passthrough_shader_wgsl = R"( @group(0) @binding(0) var smplr: sampler; @group(0) @binding(1) var txt: texture_2d; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4 { @@ -135,7 +135,7 @@ const char *passthrough_shader_wgsl = R"( return textureSample(txt, smplr, p.xy / vec2(1280.0, 720.0)); })"; -const char *ellipse_shader_wgsl = R"( +const char* ellipse_shader_wgsl = R"( struct Uniforms { time: f32, beat: f32, intensity: f32, aspect_ratio: f32, }; @group(0) @binding(0) var uniforms: Uniforms; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4 { @@ -158,7 +158,7 @@ fn sdEllipse(p: vec2, ab: vec2) -> f32 { return mix(vec4(0.2, 0.8, 0.4, 1.0), vec4(0.0), smoothstep(0.0, 0.01, d)); })"; -const char *particle_spray_compute_wgsl = R"( +const char* particle_spray_compute_wgsl = R"( struct Particle { pos: vec4, vel: vec4, rot: vec4, color: vec4, }; struct Uniforms { intensity: f32, aspect_ratio: f32, time: f32, beat: f32, }; @group(0) @binding(0) var particles: array; @@ -180,7 +180,7 @@ fn main(@builtin(global_invocation_id) id: vec3) { particles[i] = p; })"; -const char *gaussian_blur_shader_wgsl = R"( +const char* gaussian_blur_shader_wgsl = R"( @group(0) @binding(0) var smplr: sampler; @group(0) @binding(1) var txt: texture_2d; struct Uniforms { time: f32, beat: f32, intensity: f32, aspect_ratio: f32, }; @group(0) @binding(2) var uniforms: Uniforms; @@ -199,7 +199,7 @@ struct Uniforms { time: f32, beat: f32, intensity: f32, aspect_ratio: f32, }; return res / 25.0; })"; -const char *solarize_shader_wgsl = R"( +const char* solarize_shader_wgsl = R"( @group(0) @binding(0) var smplr: sampler; @group(0) @binding(1) var txt: texture_2d; struct Uniforms { time: f32, beat: f32, intensity: f32, aspect_ratio: f32, }; @group(0) @binding(2) var uniforms: Uniforms; @@ -216,7 +216,7 @@ struct Uniforms { time: f32, beat: f32, intensity: f32, aspect_ratio: f32, }; return col; })"; -const char *distort_shader_wgsl = R"( +const char* distort_shader_wgsl = R"( @group(0) @binding(0) var smplr: sampler; @group(0) @binding(1) var txt: texture_2d; struct Uniforms { time: f32, beat: f32, intensity: f32, aspect_ratio: f32, }; @group(0) @binding(2) var uniforms: Uniforms; @@ -230,7 +230,7 @@ struct Uniforms { time: f32, beat: f32, intensity: f32, aspect_ratio: f32, }; return textureSample(txt, smplr, uv + vec2(dist, 0.0)); })"; -const char *chroma_aberration_shader_wgsl = R"( +const char* chroma_aberration_shader_wgsl = R"( @group(0) @binding(0) var smplr: sampler; @group(0) @binding(1) var txt: texture_2d; struct Uniforms { time: f32, beat: f32, intensity: f32, aspect_ratio: f32, }; @group(0) @binding(2) var uniforms: Uniforms; @@ -317,10 +317,11 @@ void ParticlesEffect::render(WGPURenderPassEncoder pass, float t, float b, // --- PostProcess Implementation Helper --- static void pp_update_bind_group(WGPUDevice device, WGPURenderPipeline pipeline, - WGPUBindGroup *bind_group, + WGPUBindGroup* bind_group, WGPUTextureView input_view, GpuBuffer uniforms) { - if (*bind_group) wgpuBindGroupRelease(*bind_group); + if (*bind_group) + wgpuBindGroupRelease(*bind_group); WGPUBindGroupLayout bgl = wgpuRenderPipelineGetBindGroupLayout(pipeline, 0); WGPUSamplerDescriptor sd = {}; sd.magFilter = WGPUFilterMode_Linear; @@ -385,7 +386,8 @@ ParticleSprayEffect::ParticleSprayEffect(WGPUDevice device, WGPUQueue queue, gpu_create_buffer(device, sizeof(float) * 4, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); std::vector init_p(NUM_PARTICLES); - for (auto &p : init_p) p.pos[3] = 0.0f; + for (Particle& p : init_p) + p.pos[3] = 0.0f; particles_buffer_ = gpu_create_buffer( device, sizeof(Particle) * NUM_PARTICLES, WGPUBufferUsage_Storage | WGPUBufferUsage_Vertex, init_p.data()); -- cgit v1.2.3