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// GBufViewEffect — G-buffer channel grid visualization
// Renders 20 feature channels from feat_tex0/feat_tex1 in a 4×5 tiled layout.
#include "gbuf_view_effect.h"
#if defined(USE_TEST_ASSETS)
#include "test_assets.h"
#else
#include "generated/assets.h"
#endif
#include "gpu/gpu.h"
#include "util/asset_manager.h"
#include "util/fatal_error.h"
extern const char* gbuf_view_wgsl;
// BGL entry: texture_2d<u32> read binding (fragment stage)
static WGPUBindGroupLayoutEntry bgl_uint_tex_frag(uint32_t binding) {
WGPUBindGroupLayoutEntry e = {};
e.binding = binding;
e.visibility = WGPUShaderStage_Fragment;
e.texture.sampleType = WGPUTextureSampleType_Uint;
e.texture.viewDimension = WGPUTextureViewDimension_2D;
return e;
}
// BGL entry: uniform buffer (fragment stage)
static WGPUBindGroupLayoutEntry bgl_uniform_frag(uint32_t binding,
uint64_t min_size) {
WGPUBindGroupLayoutEntry e = {};
e.binding = binding;
e.visibility = WGPUShaderStage_Fragment;
e.buffer.type = WGPUBufferBindingType_Uniform;
e.buffer.minBindingSize = min_size;
return e;
}
GBufViewEffect::GBufViewEffect(const GpuContext& ctx,
const std::vector<std::string>& inputs,
const std::vector<std::string>& outputs,
float start_time, float end_time)
: Effect(ctx, inputs, outputs, start_time, end_time) {
HEADLESS_RETURN_IF_NULL(ctx_.device);
// Build BGL: binding 0 = feat0 (u32 tex), 1 = feat1 (u32 tex), 2 = uniforms
WGPUBindGroupLayoutEntry entries[3] = {
bgl_uint_tex_frag(0),
bgl_uint_tex_frag(1),
bgl_uniform_frag(2, 8), // only resolution (vec2f = 8 bytes) is read
};
WGPUBindGroupLayoutDescriptor bgl_desc = {};
bgl_desc.entryCount = 3;
bgl_desc.entries = entries;
WGPUBindGroupLayout bgl = wgpuDeviceCreateBindGroupLayout(ctx_.device, &bgl_desc);
// Pipeline layout
WGPUPipelineLayoutDescriptor pl_desc = {};
pl_desc.bindGroupLayoutCount = 1;
pl_desc.bindGroupLayouts = &bgl;
WGPUPipelineLayout pl = wgpuDeviceCreatePipelineLayout(ctx_.device, &pl_desc);
// Shader module
WGPUShaderSourceWGSL wgsl_src = {};
wgsl_src.chain.sType = WGPUSType_ShaderSourceWGSL;
wgsl_src.code = str_view(gbuf_view_wgsl);
WGPUShaderModuleDescriptor shader_desc = {};
shader_desc.nextInChain = &wgsl_src.chain;
WGPUShaderModule shader =
wgpuDeviceCreateShaderModule(ctx_.device, &shader_desc);
// Render pipeline
WGPUColorTargetState target = {};
target.format = WGPUTextureFormat_RGBA8Unorm;
target.writeMask = WGPUColorWriteMask_All;
WGPUFragmentState frag = {};
frag.module = shader;
frag.entryPoint = str_view("fs_main");
frag.targetCount = 1;
frag.targets = ⌖
WGPURenderPipelineDescriptor pipe_desc = {};
pipe_desc.layout = pl;
pipe_desc.vertex.module = shader;
pipe_desc.vertex.entryPoint = str_view("vs_main");
pipe_desc.fragment = &frag;
pipe_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
pipe_desc.multisample.count = 1;
pipe_desc.multisample.mask = UINT32_MAX;
pipeline_.set(wgpuDeviceCreateRenderPipeline(ctx_.device, &pipe_desc));
wgpuShaderModuleRelease(shader);
wgpuPipelineLayoutRelease(pl);
wgpuBindGroupLayoutRelease(bgl);
}
void GBufViewEffect::render(WGPUCommandEncoder encoder,
const UniformsSequenceParams& params,
NodeRegistry& nodes) {
WGPUTextureView feat0_view = nodes.get_view(input_nodes_[0]);
WGPUTextureView feat1_view = nodes.get_view(input_nodes_[1]);
WGPUTextureView output_view = nodes.get_view(output_nodes_[0]);
// Rebuild bind group (views may change with ping-pong or resize)
WGPUBindGroupLayout bgl =
wgpuRenderPipelineGetBindGroupLayout(pipeline_.get(), 0);
WGPUBindGroupEntry bg_entries[3] = {};
bg_entries[0].binding = 0;
bg_entries[0].textureView = feat0_view;
bg_entries[1].binding = 1;
bg_entries[1].textureView = feat1_view;
bg_entries[2].binding = 2;
bg_entries[2].buffer = uniforms_buffer_.get().buffer;
bg_entries[2].size = sizeof(UniformsSequenceParams);
WGPUBindGroupDescriptor bg_desc = {};
bg_desc.layout = bgl;
bg_desc.entryCount = 3;
bg_desc.entries = bg_entries;
bind_group_.replace(wgpuDeviceCreateBindGroup(ctx_.device, &bg_desc));
wgpuBindGroupLayoutRelease(bgl);
WGPURenderPassColorAttachment color_att = {};
color_att.view = output_view;
color_att.loadOp = WGPULoadOp_Clear;
color_att.storeOp = WGPUStoreOp_Store;
color_att.clearValue = {0.0f, 0.0f, 0.0f, 1.0f};
color_att.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
WGPURenderPassDescriptor pass_desc = {};
pass_desc.colorAttachmentCount = 1;
pass_desc.colorAttachments = &color_att;
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);
}
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