// Placeholder effect v2 implementation - logs TODO warning once #include "effects/placeholder_effect.h" #include "gpu/post_process_helper.h" #include "gpu/shaders.h" #include PlaceholderEffect::PlaceholderEffect(const GpuContext& ctx, const std::vector& inputs, const std::vector& outputs, const char* placeholder_name) : Effect(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr), sampler_(nullptr), name_(placeholder_name) { // Log once on construction fprintf(stderr, "TODO: %s not yet ported to v2, using passthrough\n", name_); uniforms_buffer_.init(ctx_.device); pipeline_ = create_post_process_pipeline(ctx_.device, WGPUTextureFormat_RGBA8Unorm, passthrough_v2_shader_wgsl); // Headless mode: skip sampler creation if (ctx_.device != nullptr) { 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_desc.maxAnisotropy = 1; sampler_ = wgpuDeviceCreateSampler(ctx_.device, &sampler_desc); } } void PlaceholderEffect::render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) { WGPUTextureView input_view = nodes.get_view(input_nodes_[0]); WGPUTextureView output_view = nodes.get_view(output_nodes_[0]); uniforms_buffer_.update(ctx_.queue, params); pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, input_view, uniforms_buffer_.get(), {nullptr, 0}); WGPURenderPassColorAttachment color_attachment = { .view = output_view, #if !defined(DEMO_CROSS_COMPILE_WIN32) .depthSlice = WGPU_DEPTH_SLICE_UNDEFINED, #endif .loadOp = WGPULoadOp_Clear, .storeOp = WGPUStoreOp_Store, .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); wgpuRenderPassEncoderEnd(pass); wgpuRenderPassEncoderRelease(pass); }