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// Passthrough effect implementation

#include "effects/passthrough_effect.h"
#include "effects/shaders.h"
#include "gpu/post_process_helper.h"
#include "util/fatal_error.h"

Passthrough::Passthrough(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 uniform buffer
  uniforms_buffer_.init(ctx_.device);
  // Create pipeline (simple version without effect params)
  pipeline_ = create_post_process_pipeline_simple(
      ctx_.device, WGPUTextureFormat_RGBA8Unorm, passthrough_shader_wgsl);

  // Create sampler
  WGPUSamplerDescriptor sampler_desc = {};
  sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
  sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
  sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge;
  sampler_desc.magFilter = WGPUFilterMode_Linear;
  sampler_desc.minFilter = WGPUFilterMode_Linear;
  sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Nearest;
  sampler_desc.maxAnisotropy = 1;
  sampler_ = wgpuDeviceCreateSampler(ctx_.device, &sampler_desc);
}

void Passthrough::render(WGPUCommandEncoder encoder,
                         const UniformsSequenceParams& params,
                         NodeRegistry& nodes) {
  // Get input/output views
  WGPUTextureView input_view = nodes.get_view(input_nodes_[0]);
  WGPUTextureView output_view = nodes.get_view(output_nodes_[0]);

  // Update uniforms
  uniforms_buffer_.update(ctx_.queue, params);

  // Manually create bind group with only 3 entries (no effect params needed)
  WGPUBindGroupEntry entries[3] = {};
  entries[0].binding = PP_BINDING_SAMPLER;
  entries[0].sampler = sampler_;
  entries[1].binding = PP_BINDING_TEXTURE;
  entries[1].textureView = input_view;
  entries[2].binding = PP_BINDING_UNIFORMS;
  entries[2].buffer = uniforms_buffer_.get().buffer;
  entries[2].size = sizeof(UniformsSequenceParams);

  WGPUBindGroupDescriptor bg_desc = {};
  bg_desc.layout = wgpuRenderPipelineGetBindGroupLayout(pipeline_, 0);
  bg_desc.entryCount = 3;
  bg_desc.entries = entries;

  if (bind_group_) {
    wgpuBindGroupRelease(bind_group_);
  }
  bind_group_ = wgpuDeviceCreateBindGroup(ctx_.device, &bg_desc);

  // Render pass
  WGPURenderPassColorAttachment color_attachment = {
      .view = output_view,
      .depthSlice = WGPU_DEPTH_SLICE_UNDEFINED,
      .loadOp = WGPULoadOp_Clear,
      .storeOp = WGPUStoreOp_Store,
      .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);
}