// Passthrough effect implementation #include "effects/passthrough_effect.h" #include "effects/shaders.h" #include "gpu/post_process_helper.h" #include "util/fatal_error.h" Passthrough::Passthrough(const GpuContext& ctx, const std::vector& inputs, const std::vector& outputs, float start_time, float end_time) : Effect(ctx, inputs, outputs, start_time, end_time) { HEADLESS_RETURN_IF_NULL(ctx_.device); init_uniforms_buffer(); create_linear_sampler(); pipeline_.set(create_post_process_pipeline_simple( ctx_.device, WGPUTextureFormat_RGBA8Unorm, passthrough_shader_wgsl)); } void Passthrough::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 uniforms uniforms_buffer_.update(ctx_.queue, params); // Manually create bind group with only 3 entries (no effect params needed) WGPUBindGroupEntry entries[3] = {}; entries[0].binding = PP_BINDING_SAMPLER; entries[0].sampler = sampler_.get(); entries[1].binding = PP_BINDING_TEXTURE; entries[1].textureView = input_view; entries[2].binding = PP_BINDING_UNIFORMS; entries[2].buffer = uniforms_buffer_.get().buffer; entries[2].size = sizeof(UniformsSequenceParams); WGPUBindGroupDescriptor bg_desc = {}; bg_desc.layout = wgpuRenderPipelineGetBindGroupLayout(pipeline_.get(), 0); bg_desc.entryCount = 3; bg_desc.entries = entries; bind_group_.replace(wgpuDeviceCreateBindGroup(ctx_.device, &bg_desc)); // Render pass WGPURenderPassColorAttachment color_attachment = {}; gpu_init_color_attachment(color_attachment, output_view); WGPURenderPassDescriptor pass_desc = {}; pass_desc.colorAttachmentCount = 1; pass_desc.colorAttachments = &color_attachment; WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); wgpuRenderPassEncoderSetPipeline(pass, pipeline_.get()); wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_.get(), 0, nullptr); wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); // Fullscreen triangle wgpuRenderPassEncoderEnd(pass); wgpuRenderPassEncoderRelease(pass); }