// Passthrough effect v2 implementation #include "effects/passthrough_effect_v2.h" #include "gpu/post_process_helper.h" #include "gpu/shaders.h" PassthroughEffectV2::PassthroughEffectV2(const GpuContext& ctx, const std::vector& inputs, const std::vector& outputs) : EffectV2(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr), sampler_(nullptr) { // Create pipeline pipeline_ = create_post_process_pipeline(ctx_.device, WGPUTextureFormat_RGBA8Unorm, passthrough_shader_wgsl); // Create sampler WGPUSamplerDescriptor sampler_desc = {}; sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge; sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge; sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge; sampler_desc.magFilter = WGPUFilterMode_Linear; sampler_desc.minFilter = WGPUFilterMode_Linear; sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Nearest; sampler_ = wgpuDeviceCreateSampler(ctx_.device, &sampler_desc); } void PassthroughEffectV2::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 bind group (recreate each frame for simplicity) WGPUBindGroupEntry entries[3] = {}; entries[0].binding = PP_BINDING_SAMPLER; entries[0].sampler = sampler_; entries[1].binding = PP_BINDING_TEXTURE; entries[1].textureView = input_view; // Uniforms (binding 2) - use empty buffer for now entries[2].binding = PP_BINDING_UNIFORMS; entries[2].buffer = nullptr; entries[2].size = 0; WGPUBindGroupDescriptor bg_desc = {}; bg_desc.layout = wgpuRenderPipelineGetBindGroupLayout(pipeline_, 0); bg_desc.entryCount = 2; // Only sampler and texture, no uniforms bg_desc.entries = entries; if (bind_group_) { wgpuBindGroupRelease(bind_group_); } bind_group_ = wgpuDeviceCreateBindGroup(ctx_.device, &bg_desc); // Render pass WGPURenderPassColorAttachment color_attachment = {}; color_attachment.view = output_view; 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); }