// Heptagon effect implementation #include "effects/heptagon_effect.h" #include "effects/shaders.h" #include "gpu/gpu.h" #include "gpu/post_process_helper.h" #include "util/fatal_error.h" Heptagon::Heptagon(const GpuContext& ctx, const std::vector& inputs, const std::vector& outputs) : Effect(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr), sampler_(nullptr) { // Headless mode: skip GPU resource creation (compiled out in STRIP_ALL) HEADLESS_RETURN_IF_NULL(ctx_.device); // Init uniforms uniforms_buffer_.init(ctx_.device); // Create pipeline (standard post-process, no depth) pipeline_ = create_post_process_pipeline( ctx_.device, WGPUTextureFormat_RGBA8Unorm, heptagon_shader_wgsl); // Create dummy sampler (scene effects don't use texture input) WGPUSamplerDescriptor sampler_desc = {}; sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge; sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge; sampler_desc.magFilter = WGPUFilterMode_Nearest; sampler_desc.minFilter = WGPUFilterMode_Nearest; sampler_desc.maxAnisotropy = 1; sampler_ = wgpuDeviceCreateSampler(ctx_.device, &sampler_desc); // Create 1×1 dummy texture WGPUTextureDescriptor tex_desc = {}; tex_desc.size = {1, 1, 1}; tex_desc.format = WGPUTextureFormat_RGBA8Unorm; tex_desc.usage = WGPUTextureUsage_TextureBinding; tex_desc.dimension = WGPUTextureDimension_2D; tex_desc.mipLevelCount = 1; tex_desc.sampleCount = 1; dummy_texture_ = wgpuDeviceCreateTexture(ctx_.device, &tex_desc); dummy_texture_view_ = wgpuTextureCreateView(dummy_texture_, nullptr); } Heptagon::~Heptagon() { if (bind_group_) wgpuBindGroupRelease(bind_group_); if (pipeline_) wgpuRenderPipelineRelease(pipeline_); if (sampler_) wgpuSamplerRelease(sampler_); if (dummy_texture_view_) wgpuTextureViewRelease(dummy_texture_view_); if (dummy_texture_) wgpuTextureRelease(dummy_texture_); } void Heptagon::render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) { // 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); // Create bind group (use dummy texture for scene effect) pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, dummy_texture_view_, uniforms_buffer_.get(), {nullptr, 0}); // Render pass WGPURenderPassColorAttachment color_attachment = {}; color_attachment.view = output_view; color_attachment.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED; 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); }