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// Heptagon effect implementation
#include "effects/heptagon_effect.h"
#include "effects/shaders.h"
#include "gpu/gpu.h"
#include "gpu/post_process_helper.h"
#include "util/fatal_error.h"
Heptagon::Heptagon(const GpuContext& ctx,
const std::vector<std::string>& inputs,
const std::vector<std::string>& outputs)
: Effect(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr),
sampler_(nullptr) {
// Headless mode: skip GPU resource creation (compiled out in STRIP_ALL)
HEADLESS_RETURN_IF_NULL(ctx_.device);
// Init uniforms
uniforms_buffer_.init(ctx_.device);
// Create pipeline (standard post-process, no depth)
pipeline_ = create_post_process_pipeline(
ctx_.device, WGPUTextureFormat_RGBA8Unorm, heptagon_shader_wgsl);
// Create dummy sampler (scene effects don't use texture input)
WGPUSamplerDescriptor sampler_desc = {};
sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
sampler_desc.magFilter = WGPUFilterMode_Nearest;
sampler_desc.minFilter = WGPUFilterMode_Nearest;
sampler_desc.maxAnisotropy = 1;
sampler_ = wgpuDeviceCreateSampler(ctx_.device, &sampler_desc);
// Create 1×1 dummy texture
WGPUTextureDescriptor tex_desc = {};
tex_desc.size = {1, 1, 1};
tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
tex_desc.usage = WGPUTextureUsage_TextureBinding;
tex_desc.dimension = WGPUTextureDimension_2D;
tex_desc.mipLevelCount = 1;
tex_desc.sampleCount = 1;
dummy_texture_ = wgpuDeviceCreateTexture(ctx_.device, &tex_desc);
dummy_texture_view_ = wgpuTextureCreateView(dummy_texture_, nullptr);
}
Heptagon::~Heptagon() {
if (bind_group_)
wgpuBindGroupRelease(bind_group_);
if (pipeline_)
wgpuRenderPipelineRelease(pipeline_);
if (sampler_)
wgpuSamplerRelease(sampler_);
if (dummy_texture_view_)
wgpuTextureViewRelease(dummy_texture_view_);
if (dummy_texture_)
wgpuTextureRelease(dummy_texture_);
}
void Heptagon::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);
// Create bind group (use dummy texture for scene effect)
pp_update_bind_group(ctx_.device, pipeline_, &bind_group_,
dummy_texture_view_, uniforms_buffer_.get(),
{nullptr, 0});
// Render pass
WGPURenderPassColorAttachment color_attachment = {};
color_attachment.view = output_view;
color_attachment.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
color_attachment.loadOp = WGPULoadOp_Clear;
color_attachment.storeOp = WGPUStoreOp_Store;
color_attachment.clearValue = {0.0, 0.0, 0.0, 1.0};
WGPURenderPassDescriptor pass_desc = {};
pass_desc.colorAttachmentCount = 1;
pass_desc.colorAttachments = &color_attachment;
WGPURenderPassEncoder pass =
wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc);
wgpuRenderPassEncoderSetPipeline(pass, pipeline_);
wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr);
wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); // Fullscreen triangle
wgpuRenderPassEncoderEnd(pass);
wgpuRenderPassEncoderRelease(pass);
}
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