1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
|
// 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,
float start_time, float end_time)
: Effect(ctx, inputs, outputs, start_time, end_time) {
HEADLESS_RETURN_IF_NULL(ctx_.device);
init_uniforms_buffer();
create_linear_sampler();
pipeline_.set(create_post_process_pipeline_simple(
ctx_.device, WGPUTextureFormat_RGBA8Unorm, passthrough_shader_wgsl));
}
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_.get();
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_.get(), 0);
bg_desc.entryCount = 3;
bg_desc.entries = entries;
bind_group_.replace(wgpuDeviceCreateBindGroup(ctx_.device, &bg_desc));
// 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); // Fullscreen triangle
wgpuRenderPassEncoderEnd(pass);
wgpuRenderPassEncoderRelease(pass);
}
|