// WgslEffect: generic shader-only post-process effect. #include "gpu/wgsl_effect.h" #include "gpu/gpu.h" #include "gpu/post_process_helper.h" #include "util/fatal_error.h" WgslEffect::WgslEffect(const GpuContext& ctx, const std::vector& inputs, const std::vector& outputs, float start_time, float end_time, const char* shader_code, WGPULoadOp load_op, WgslEffectParams initial_params) : Effect(ctx, inputs, outputs, start_time, end_time), effect_params(initial_params), load_op_(load_op) { HEADLESS_RETURN_IF_NULL(ctx_.device); create_linear_sampler(); params_buffer_.init(ctx_.device); pipeline_.set(create_post_process_pipeline(ctx_.device, WGPUTextureFormat_RGBA8Unorm, shader_code)); } void WgslEffect::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]); params_buffer_.update(ctx_.queue, effect_params); pp_update_bind_group(ctx_.device, pipeline_.get(), bind_group_.get_address(), input_view, uniforms_buffer_.get(), params_buffer_.get()); WGPURenderPassColorAttachment color_attachment = {}; gpu_init_color_attachment(color_attachment, output_view); color_attachment.loadOp = load_op_; 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); wgpuRenderPassEncoderEnd(pass); wgpuRenderPassEncoderRelease(pass); }