// This file is part of the 64k demo project. // It implements the PassthroughEffect. #include "gpu/demo_effects.h" #include "gpu/gpu.h" // --- PassthroughEffect --- PassthroughEffect::PassthroughEffect(const GpuContext& ctx) : PostProcessEffect(ctx) { uniforms_ = gpu_create_buffer(ctx_.device, sizeof(float) * 6, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); pipeline_ = create_post_process_pipeline(ctx_.device, ctx_.format, passthrough_shader_wgsl); } void PassthroughEffect::update_bind_group(WGPUTextureView input_view) { struct { float t, b, i, a, w, h; } u = {0, 0, 0, 0, (float)width_, (float)height_}; wgpuQueueWriteBuffer(ctx_.queue, uniforms_.buffer, 0, &u, sizeof(u)); pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, input_view, uniforms_); }