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// GBufferEffect implementation
// Rasterizes proxy geometry to MRT G-buffer, then packs into CNN v3 feature textures.
#include "gbuffer_effect.h"
#include "3d/object.h"
#include "gpu/gpu.h"
#include "util/fatal_error.h"
#include "util/mini_math.h"
#include <cstring>
#include <vector>
// Shader source (loaded from asset at runtime — declared extern by the build system)
// For standalone use outside the asset system, the caller must ensure the WGSL
// source strings are available. They are declared here as weak-linkable externs.
extern const char* gbuf_raster_wgsl;
extern const char* gbuf_pack_wgsl;
// Maximum number of objects the G-buffer supports per frame.
static const int kGBufMaxObjects = 256;
// ObjectData struct that mirrors the WGSL layout in gbuf_raster.wgsl and renderer.h
struct GBufObjectData {
mat4 model;
mat4 inv_model;
vec4 color;
vec4 params; // x = object type, y = plane_distance
};
static_assert(sizeof(GBufObjectData) == sizeof(float) * 40,
"GBufObjectData must be 160 bytes");
// GlobalUniforms struct mirroring renderer.h
struct GBufGlobalUniforms {
mat4 view_proj;
mat4 inv_view_proj;
vec4 camera_pos_time;
vec4 params; // x = num_objects
vec2 resolution;
vec2 padding;
};
static_assert(sizeof(GBufGlobalUniforms) == sizeof(float) * 44,
"GBufGlobalUniforms must be 176 bytes");
// Helper: create a 1×1 placeholder texture of a given format cleared to `value`.
static WGPUTexture create_placeholder_tex(WGPUDevice device,
WGPUTextureFormat format,
float value) {
WGPUTextureDescriptor desc = {};
desc.usage = (WGPUTextureUsage)(WGPUTextureUsage_TextureBinding |
WGPUTextureUsage_CopyDst);
desc.dimension = WGPUTextureDimension_2D;
desc.size = {1, 1, 1};
desc.format = format;
desc.mipLevelCount = 1;
desc.sampleCount = 1;
WGPUTexture tex = wgpuDeviceCreateTexture(device, &desc);
return tex;
}
// Helper: write a single RGBA float pixel to a texture via queue.
static void write_placeholder_pixel(WGPUQueue queue, WGPUTexture tex,
float r, float g, float b, float a) {
const float data[4] = {r, g, b, a};
WGPUTexelCopyTextureInfo dst = {};
dst.texture = tex;
dst.mipLevel = 0;
dst.origin = {0, 0, 0};
dst.aspect = WGPUTextureAspect_All;
WGPUTexelCopyBufferLayout layout = {};
layout.offset = 0;
layout.bytesPerRow = 16; // 4 × sizeof(float)
layout.rowsPerImage = 1;
const WGPUExtent3D extent = {1, 1, 1};
wgpuQueueWriteTexture(queue, &dst, data, sizeof(data), &layout, &extent);
}
// Create bilinear sampler.
static WGPUSampler create_bilinear_sampler(WGPUDevice device) {
WGPUSamplerDescriptor desc = {};
desc.addressModeU = WGPUAddressMode_ClampToEdge;
desc.addressModeV = WGPUAddressMode_ClampToEdge;
desc.magFilter = WGPUFilterMode_Linear;
desc.minFilter = WGPUFilterMode_Linear;
desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
desc.maxAnisotropy = 1;
return wgpuDeviceCreateSampler(device, &desc);
}
// ---- GBufferEffect ----
GBufferEffect::GBufferEffect(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);
// Derive internal node name prefix from the first output name.
const std::string& prefix = outputs.empty() ? "gbuf" : outputs[0];
node_albedo_ = prefix + "_albedo";
node_normal_mat_ = prefix + "_normal_mat";
node_depth_ = prefix + "_depth";
node_shadow_ = prefix + "_shadow";
node_transp_ = prefix + "_transp";
node_feat0_ = outputs.size() > 0 ? outputs[0] : prefix + "_feat0";
node_feat1_ = outputs.size() > 1 ? outputs[1] : prefix + "_feat1";
// Allocate GPU buffers for scene data.
global_uniforms_buf_ =
gpu_create_buffer(ctx_.device, sizeof(GBufGlobalUniforms),
WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
ensure_objects_buffer(kGBufMaxObjects);
// Resolution uniform for pack shader.
pack_res_uniform_.init(ctx_.device);
// Placeholder shadow (1.0 = fully lit) and transp (0.0 = opaque) textures.
shadow_placeholder_tex_.set(
create_placeholder_tex(ctx_.device, WGPUTextureFormat_RGBA32Float, 1.0f));
write_placeholder_pixel(ctx_.queue,
shadow_placeholder_tex_.get(), 1.0f, 0.0f, 0.0f, 1.0f);
transp_placeholder_tex_.set(
create_placeholder_tex(ctx_.device, WGPUTextureFormat_RGBA32Float, 0.0f));
write_placeholder_pixel(ctx_.queue,
transp_placeholder_tex_.get(), 0.0f, 0.0f, 0.0f, 1.0f);
WGPUTextureViewDescriptor vd = {};
vd.format = WGPUTextureFormat_RGBA32Float;
vd.dimension = WGPUTextureViewDimension_2D;
vd.baseMipLevel = 0;
vd.mipLevelCount = 1;
vd.baseArrayLayer = 0;
vd.arrayLayerCount = 1;
vd.aspect = WGPUTextureAspect_All;
shadow_placeholder_view_.set(
wgpuTextureCreateView(shadow_placeholder_tex_.get(), &vd));
transp_placeholder_view_.set(
wgpuTextureCreateView(transp_placeholder_tex_.get(), &vd));
create_raster_pipeline();
create_pack_pipeline();
}
void GBufferEffect::declare_nodes(NodeRegistry& registry) {
registry.declare_node(node_albedo_, NodeType::GBUF_ALBEDO, -1, -1);
registry.declare_node(node_normal_mat_, NodeType::GBUF_ALBEDO, -1, -1);
registry.declare_node(node_depth_, NodeType::GBUF_DEPTH32, -1, -1);
registry.declare_node(node_shadow_, NodeType::GBUF_R8, -1, -1);
registry.declare_node(node_transp_, NodeType::GBUF_R8, -1, -1);
// feat_tex0 / feat_tex1 are the declared output_nodes_ — they get registered
// by the sequence infrastructure; declare them here as well if not already.
if (!registry.has_node(node_feat0_)) {
registry.declare_node(node_feat0_, NodeType::GBUF_RGBA32UINT, -1, -1);
}
if (!registry.has_node(node_feat1_)) {
registry.declare_node(node_feat1_, NodeType::GBUF_RGBA32UINT, -1, -1);
}
}
void GBufferEffect::set_scene(const Scene* scene, const Camera* camera) {
scene_ = scene;
camera_ = camera;
}
void GBufferEffect::render(WGPUCommandEncoder encoder,
const UniformsSequenceParams& params,
NodeRegistry& nodes) {
if (!scene_ || !camera_) {
return;
}
upload_scene_data(*scene_, *camera_, params.time);
// Update resolution uniform for pack shader.
GBufResUniforms res_uni;
res_uni.resolution = params.resolution;
res_uni._pad0 = 0.0f;
res_uni._pad1 = 0.0f;
pack_res_uniform_.update(ctx_.queue, res_uni);
WGPUTextureView albedo_view = nodes.get_view(node_albedo_);
WGPUTextureView normal_mat_view = nodes.get_view(node_normal_mat_);
WGPUTextureView depth_view = nodes.get_view(node_depth_);
WGPUTextureView feat0_view = nodes.get_view(node_feat0_);
WGPUTextureView feat1_view = nodes.get_view(node_feat1_);
// prev_cnn: first input node if available, else dummy.
WGPUTextureView prev_view = nullptr;
if (!input_nodes_.empty()) {
prev_view = nodes.get_view(input_nodes_[0]);
}
if (!prev_view) {
prev_view = dummy_texture_view_.get();
}
// --- Pass 1: MRT rasterization ---
update_raster_bind_group(nodes);
WGPURenderPassColorAttachment color_attachments[2] = {};
// Attachment 0: albedo
color_attachments[0].view = albedo_view;
color_attachments[0].loadOp = WGPULoadOp_Clear;
color_attachments[0].storeOp = WGPUStoreOp_Store;
color_attachments[0].clearValue = {0.0f, 0.0f, 0.0f, 1.0f};
color_attachments[0].depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
// Attachment 1: normal_mat
color_attachments[1].view = normal_mat_view;
color_attachments[1].loadOp = WGPULoadOp_Clear;
color_attachments[1].storeOp = WGPUStoreOp_Store;
color_attachments[1].clearValue = {0.5f, 0.5f, 0.0f, 0.0f};
color_attachments[1].depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
WGPURenderPassDepthStencilAttachment depth_attachment = {};
depth_attachment.view = depth_view;
depth_attachment.depthLoadOp = WGPULoadOp_Clear;
depth_attachment.depthStoreOp = WGPUStoreOp_Store;
depth_attachment.depthClearValue = 1.0f;
depth_attachment.depthReadOnly = false;
WGPURenderPassDescriptor raster_pass_desc = {};
raster_pass_desc.colorAttachmentCount = 2;
raster_pass_desc.colorAttachments = color_attachments;
raster_pass_desc.depthStencilAttachment = &depth_attachment;
const int num_objects =
(int)(scene_->objects.size() < (size_t)kGBufMaxObjects
? scene_->objects.size()
: (size_t)kGBufMaxObjects);
if (num_objects > 0 && raster_pipeline_.get() != nullptr) {
WGPURenderPassEncoder raster_pass =
wgpuCommandEncoderBeginRenderPass(encoder, &raster_pass_desc);
wgpuRenderPassEncoderSetPipeline(raster_pass, raster_pipeline_.get());
wgpuRenderPassEncoderSetBindGroup(raster_pass, 0,
raster_bind_group_.get(), 0, nullptr);
// Draw 36 vertices (proxy box) × num_objects instances.
wgpuRenderPassEncoderDraw(raster_pass, 36, (uint32_t)num_objects, 0, 0);
wgpuRenderPassEncoderEnd(raster_pass);
wgpuRenderPassEncoderRelease(raster_pass);
} else {
// Clear passes with no draws still need to be submitted.
WGPURenderPassEncoder raster_pass =
wgpuCommandEncoderBeginRenderPass(encoder, &raster_pass_desc);
wgpuRenderPassEncoderEnd(raster_pass);
wgpuRenderPassEncoderRelease(raster_pass);
}
// Pass 2: SDF raymarching — TODO (placeholder: shadow=1, transp=0 already set)
// Pass 3: Lighting/shadow — TODO
// --- Pass 4: Pack compute ---
// Rebuild pack bind group with current node views.
// Construct a temporary bilinear sampler for this pass.
WGPUSampler bilinear = create_bilinear_sampler(ctx_.device);
// Get texture views from nodes.
// shadow / transp are GBUF_R8 nodes; use their views.
WGPUTextureView shadow_view = nodes.get_view(node_shadow_);
WGPUTextureView transp_view = nodes.get_view(node_transp_);
// Build pack bind group (bindings 0-9).
WGPUBindGroupEntry pack_entries[10] = {};
pack_entries[0].binding = 0;
pack_entries[0].buffer = pack_res_uniform_.get().buffer;
pack_entries[0].size = sizeof(GBufResUniforms);
pack_entries[1].binding = 1;
pack_entries[1].textureView = albedo_view;
pack_entries[2].binding = 2;
pack_entries[2].textureView = normal_mat_view;
pack_entries[3].binding = 3;
pack_entries[3].textureView = depth_view;
pack_entries[4].binding = 4;
pack_entries[4].textureView = shadow_view;
pack_entries[5].binding = 5;
pack_entries[5].textureView = transp_view;
pack_entries[6].binding = 6;
pack_entries[6].textureView = prev_view;
pack_entries[7].binding = 7;
pack_entries[7].textureView = feat0_view;
pack_entries[8].binding = 8;
pack_entries[8].textureView = feat1_view;
pack_entries[9].binding = 9;
pack_entries[9].sampler = bilinear;
WGPUBindGroupLayout pack_bgl =
wgpuComputePipelineGetBindGroupLayout(pack_pipeline_.get(), 0);
WGPUBindGroupDescriptor pack_bg_desc = {};
pack_bg_desc.layout = pack_bgl;
pack_bg_desc.entryCount = 10;
pack_bg_desc.entries = pack_entries;
WGPUBindGroup pack_bg = wgpuDeviceCreateBindGroup(ctx_.device, &pack_bg_desc);
wgpuBindGroupLayoutRelease(pack_bgl);
WGPUComputePassDescriptor compute_pass_desc = {};
WGPUComputePassEncoder compute_pass =
wgpuCommandEncoderBeginComputePass(encoder, &compute_pass_desc);
wgpuComputePassEncoderSetPipeline(compute_pass, pack_pipeline_.get());
wgpuComputePassEncoderSetBindGroup(compute_pass, 0, pack_bg, 0, nullptr);
const uint32_t wg_x = ((uint32_t)width_ + 7u) / 8u;
const uint32_t wg_y = ((uint32_t)height_ + 7u) / 8u;
wgpuComputePassEncoderDispatchWorkgroups(compute_pass, wg_x, wg_y, 1);
wgpuComputePassEncoderEnd(compute_pass);
wgpuComputePassEncoderRelease(compute_pass);
wgpuBindGroupRelease(pack_bg);
wgpuSamplerRelease(bilinear);
}
// ---- private helpers ----
void GBufferEffect::ensure_objects_buffer(int num_objects) {
if (num_objects <= objects_buf_capacity_) {
return;
}
if (objects_buf_.buffer) {
wgpuBufferRelease(objects_buf_.buffer);
}
objects_buf_ = gpu_create_buffer(
ctx_.device, (size_t)num_objects * sizeof(GBufObjectData),
WGPUBufferUsage_Storage | WGPUBufferUsage_CopyDst);
objects_buf_capacity_ = num_objects;
}
void GBufferEffect::upload_scene_data(const Scene& scene,
const Camera& camera, float time) {
const int num_objects =
(int)(scene.objects.size() < (size_t)kGBufMaxObjects
? scene.objects.size()
: (size_t)kGBufMaxObjects);
const mat4 view = camera.get_view_matrix();
const mat4 proj = camera.get_projection_matrix();
const mat4 vp = proj * view;
GBufGlobalUniforms gu = {};
gu.view_proj = vp;
gu.inv_view_proj = vp.inverse();
gu.camera_pos_time = vec4(camera.position.x, camera.position.y,
camera.position.z, time);
gu.params = vec4((float)num_objects, 0.0f, 0.0f, 0.0f);
gu.resolution = vec2((float)width_, (float)height_);
gu.padding = vec2(0.0f, 0.0f);
wgpuQueueWriteBuffer(ctx_.queue, global_uniforms_buf_.buffer, 0,
&gu, sizeof(GBufGlobalUniforms));
// Upload object data.
if (num_objects > 0) {
ensure_objects_buffer(num_objects);
std::vector<GBufObjectData> obj_data;
obj_data.reserve((size_t)num_objects);
for (int i = 0; i < num_objects; ++i) {
const Object3D& obj = scene.objects[(size_t)i];
const mat4 m = obj.get_model_matrix();
GBufObjectData d;
d.model = m;
d.inv_model = m.inverse();
d.color = obj.color;
d.params = vec4(0.0f, 0.0f, 0.0f, 0.0f);
obj_data.push_back(d);
}
wgpuQueueWriteBuffer(ctx_.queue, objects_buf_.buffer, 0,
obj_data.data(),
(size_t)num_objects * sizeof(GBufObjectData));
}
}
void GBufferEffect::create_raster_pipeline() {
HEADLESS_RETURN_IF_NULL(ctx_.device);
// Load shader source.
const char* src = gbuf_raster_wgsl;
if (!src) {
return; // Asset not loaded yet; pipeline creation deferred.
}
WGPUShaderSourceWGSL wgsl_src = {};
wgsl_src.chain.sType = WGPUSType_ShaderSourceWGSL;
wgsl_src.code = str_view(src);
WGPUShaderModuleDescriptor shader_desc = {};
shader_desc.nextInChain = &wgsl_src.chain;
WGPUShaderModule shader = wgpuDeviceCreateShaderModule(ctx_.device, &shader_desc);
// Bind group layout: B0 = GlobalUniforms, B1 = ObjectsBuffer (storage read)
WGPUBindGroupLayoutEntry bgl_entries[2] = {};
bgl_entries[0].binding = 0;
bgl_entries[0].visibility =
(WGPUShaderStage)(WGPUShaderStage_Vertex | WGPUShaderStage_Fragment);
bgl_entries[0].buffer.type = WGPUBufferBindingType_Uniform;
bgl_entries[0].buffer.minBindingSize = sizeof(GBufGlobalUniforms);
bgl_entries[1].binding = 1;
bgl_entries[1].visibility =
(WGPUShaderStage)(WGPUShaderStage_Vertex | WGPUShaderStage_Fragment);
bgl_entries[1].buffer.type = WGPUBufferBindingType_ReadOnlyStorage;
bgl_entries[1].buffer.minBindingSize = sizeof(GBufObjectData);
WGPUBindGroupLayoutDescriptor bgl_desc = {};
bgl_desc.entryCount = 2;
bgl_desc.entries = bgl_entries;
WGPUBindGroupLayout bgl = wgpuDeviceCreateBindGroupLayout(ctx_.device, &bgl_desc);
WGPUPipelineLayoutDescriptor pl_desc = {};
pl_desc.bindGroupLayoutCount = 1;
pl_desc.bindGroupLayouts = &bgl;
WGPUPipelineLayout pl = wgpuDeviceCreatePipelineLayout(ctx_.device, &pl_desc);
// Two color targets: albedo (rgba16float) and normal_mat (rgba16float)
WGPUColorTargetState color_targets[2] = {};
color_targets[0].format = WGPUTextureFormat_RGBA16Float;
color_targets[0].writeMask = WGPUColorWriteMask_All;
color_targets[1].format = WGPUTextureFormat_RGBA16Float;
color_targets[1].writeMask = WGPUColorWriteMask_All;
WGPUFragmentState frag = {};
frag.module = shader;
frag.entryPoint = str_view("fs_main");
frag.targetCount = 2;
frag.targets = color_targets;
WGPUDepthStencilState ds = {};
ds.format = WGPUTextureFormat_Depth32Float;
ds.depthWriteEnabled = WGPUOptionalBool_True;
ds.depthCompare = WGPUCompareFunction_Less;
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.depthStencil = &ds;
pipe_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
pipe_desc.primitive.cullMode = WGPUCullMode_Back;
pipe_desc.multisample.count = 1;
pipe_desc.multisample.mask = 0xFFFFFFFF;
raster_pipeline_.set(wgpuDeviceCreateRenderPipeline(ctx_.device, &pipe_desc));
wgpuPipelineLayoutRelease(pl);
wgpuBindGroupLayoutRelease(bgl);
wgpuShaderModuleRelease(shader);
}
void GBufferEffect::create_pack_pipeline() {
HEADLESS_RETURN_IF_NULL(ctx_.device);
const char* src = gbuf_pack_wgsl;
if (!src) {
return;
}
WGPUShaderSourceWGSL wgsl_src = {};
wgsl_src.chain.sType = WGPUSType_ShaderSourceWGSL;
wgsl_src.code = str_view(src);
WGPUShaderModuleDescriptor shader_desc = {};
shader_desc.nextInChain = &wgsl_src.chain;
WGPUShaderModule shader = wgpuDeviceCreateShaderModule(ctx_.device, &shader_desc);
// Build explicit bind group layout for bindings 0-9.
WGPUBindGroupLayoutEntry bgl_entries[10] = {};
// B0: resolution uniform
bgl_entries[0].binding = 0;
bgl_entries[0].visibility = WGPUShaderStage_Compute;
bgl_entries[0].buffer.type = WGPUBufferBindingType_Uniform;
bgl_entries[0].buffer.minBindingSize = sizeof(GBufResUniforms);
// B1: gbuf_albedo (texture_2d<f32>)
bgl_entries[1].binding = 1;
bgl_entries[1].visibility = WGPUShaderStage_Compute;
bgl_entries[1].texture.sampleType = WGPUTextureSampleType_Float;
bgl_entries[1].texture.viewDimension = WGPUTextureViewDimension_2D;
// B2: gbuf_normal_mat (texture_2d<f32>)
bgl_entries[2].binding = 2;
bgl_entries[2].visibility = WGPUShaderStage_Compute;
bgl_entries[2].texture.sampleType = WGPUTextureSampleType_Float;
bgl_entries[2].texture.viewDimension = WGPUTextureViewDimension_2D;
// B3: gbuf_depth (texture_depth_2d)
bgl_entries[3].binding = 3;
bgl_entries[3].visibility = WGPUShaderStage_Compute;
bgl_entries[3].texture.sampleType = WGPUTextureSampleType_Depth;
bgl_entries[3].texture.viewDimension = WGPUTextureViewDimension_2D;
// B4: gbuf_shadow (texture_2d<f32>)
bgl_entries[4].binding = 4;
bgl_entries[4].visibility = WGPUShaderStage_Compute;
bgl_entries[4].texture.sampleType = WGPUTextureSampleType_Float;
bgl_entries[4].texture.viewDimension = WGPUTextureViewDimension_2D;
// B5: gbuf_transp (texture_2d<f32>)
bgl_entries[5].binding = 5;
bgl_entries[5].visibility = WGPUShaderStage_Compute;
bgl_entries[5].texture.sampleType = WGPUTextureSampleType_Float;
bgl_entries[5].texture.viewDimension = WGPUTextureViewDimension_2D;
// B6: prev_cnn (texture_2d<f32>)
bgl_entries[6].binding = 6;
bgl_entries[6].visibility = WGPUShaderStage_Compute;
bgl_entries[6].texture.sampleType = WGPUTextureSampleType_Float;
bgl_entries[6].texture.viewDimension = WGPUTextureViewDimension_2D;
// B7: feat_tex0 (storage texture, write, rgba32uint)
bgl_entries[7].binding = 7;
bgl_entries[7].visibility = WGPUShaderStage_Compute;
bgl_entries[7].storageTexture.access = WGPUStorageTextureAccess_WriteOnly;
bgl_entries[7].storageTexture.format = WGPUTextureFormat_RGBA32Uint;
bgl_entries[7].storageTexture.viewDimension = WGPUTextureViewDimension_2D;
// B8: feat_tex1 (storage texture, write, rgba32uint)
bgl_entries[8].binding = 8;
bgl_entries[8].visibility = WGPUShaderStage_Compute;
bgl_entries[8].storageTexture.access = WGPUStorageTextureAccess_WriteOnly;
bgl_entries[8].storageTexture.format = WGPUTextureFormat_RGBA32Uint;
bgl_entries[8].storageTexture.viewDimension = WGPUTextureViewDimension_2D;
// B9: bilinear sampler
bgl_entries[9].binding = 9;
bgl_entries[9].visibility = WGPUShaderStage_Compute;
bgl_entries[9].sampler.type = WGPUSamplerBindingType_Filtering;
WGPUBindGroupLayoutDescriptor bgl_desc = {};
bgl_desc.entryCount = 10;
bgl_desc.entries = bgl_entries;
WGPUBindGroupLayout bgl = wgpuDeviceCreateBindGroupLayout(ctx_.device, &bgl_desc);
WGPUPipelineLayoutDescriptor pl_desc = {};
pl_desc.bindGroupLayoutCount = 1;
pl_desc.bindGroupLayouts = &bgl;
WGPUPipelineLayout pl = wgpuDeviceCreatePipelineLayout(ctx_.device, &pl_desc);
WGPUComputePipelineDescriptor pipe_desc = {};
pipe_desc.layout = pl;
pipe_desc.compute.module = shader;
pipe_desc.compute.entryPoint = str_view("pack_features");
pack_pipeline_.set(wgpuDeviceCreateComputePipeline(ctx_.device, &pipe_desc));
wgpuPipelineLayoutRelease(pl);
wgpuBindGroupLayoutRelease(bgl);
wgpuShaderModuleRelease(shader);
}
void GBufferEffect::update_raster_bind_group(NodeRegistry& nodes) {
(void)nodes;
// Rebuild each frame since textures may resize.
raster_bind_group_.replace(nullptr);
if (raster_pipeline_.get() == nullptr) {
return;
}
WGPUBindGroupEntry entries[2] = {};
entries[0].binding = 0;
entries[0].buffer = global_uniforms_buf_.buffer;
entries[0].size = sizeof(GBufGlobalUniforms);
entries[1].binding = 1;
entries[1].buffer = objects_buf_.buffer;
entries[1].size = (size_t)objects_buf_capacity_ * sizeof(GBufObjectData);
WGPUBindGroupLayout bgl =
wgpuRenderPipelineGetBindGroupLayout(raster_pipeline_.get(), 0);
WGPUBindGroupDescriptor bg_desc = {};
bg_desc.layout = bgl;
bg_desc.entryCount = 2;
bg_desc.entries = entries;
raster_bind_group_.replace(wgpuDeviceCreateBindGroup(ctx_.device, &bg_desc));
wgpuBindGroupLayoutRelease(bgl);
}
void GBufferEffect::update_pack_bind_group(NodeRegistry& nodes) {
(void)nodes;
// Pack bind group is rebuilt inline in render() to use current node views.
}
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