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// Flash effect for visual sync testing
// Pulses white based on beat timing
#include "effects/flash_effect.h"
#include "effects/shaders.h"
#include "gpu/post_process_helper.h"
#include "util/fatal_error.h"
Flash::Flash(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);
init_uniforms_buffer();
create_nearest_sampler();
create_dummy_scene_texture();
pipeline_.set(create_post_process_pipeline(
ctx_.device, WGPUTextureFormat_RGBA8Unorm, flash_shader_wgsl));
}
void Flash::render(WGPUCommandEncoder encoder,
const UniformsSequenceParams& params, NodeRegistry& nodes) {
// Get output view (scene effects typically write to output, ignore input)
WGPUTextureView output_view = nodes.get_view(output_nodes_[0]);
// Update uniforms
uniforms_buffer_.update(ctx_.queue, params);
// Update bind group (use dummy texture for scene effect)
pp_update_bind_group(ctx_.device, pipeline_.get(), bind_group_.get_address(),
dummy_texture_view_.get(), uniforms_buffer_.get(),
{nullptr, 0});
// Render pass
WGPURenderPassColorAttachment color_attachment = {};
gpu_init_color_attachment(color_attachment, output_view);
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);
}
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