// 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, WgslSamplerType sampler_type) : Effect(ctx, inputs, outputs, start_time, end_time), effect_params(initial_params), load_op_(load_op) { HEADLESS_RETURN_IF_NULL(ctx_.device); if (sampler_type == WgslSamplerType::Nearest) create_nearest_sampler(); else 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()); run_fullscreen_pass(encoder, pipeline_.get(), bind_group_.get(), output_view, load_op_); }