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// Passthrough effect v2 implementation
#include "effects/passthrough_effect_v2.h"
#include "gpu/post_process_helper.h"
#include "gpu/shaders.h"
PassthroughEffectV2::PassthroughEffectV2(const GpuContext& ctx,
const std::vector<std::string>& inputs,
const std::vector<std::string>& outputs)
: EffectV2(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr),
sampler_(nullptr) {
// Create pipeline
pipeline_ = create_post_process_pipeline(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_ = wgpuDeviceCreateSampler(ctx_.device, &sampler_desc);
}
void PassthroughEffectV2::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 bind group (recreate each frame for simplicity)
WGPUBindGroupEntry entries[3] = {};
entries[0].binding = PP_BINDING_SAMPLER;
entries[0].sampler = sampler_;
entries[1].binding = PP_BINDING_TEXTURE;
entries[1].textureView = input_view;
// Uniforms (binding 2) - use empty buffer for now
entries[2].binding = PP_BINDING_UNIFORMS;
entries[2].buffer = nullptr;
entries[2].size = 0;
WGPUBindGroupDescriptor bg_desc = {};
bg_desc.layout = wgpuRenderPipelineGetBindGroupLayout(pipeline_, 0);
bg_desc.entryCount = 2; // Only sampler and texture, no uniforms
bg_desc.entries = entries;
if (bind_group_) {
wgpuBindGroupRelease(bind_group_);
}
bind_group_ = wgpuDeviceCreateBindGroup(ctx_.device, &bg_desc);
// Render pass
WGPURenderPassColorAttachment color_attachment = {};
color_attachment.view = output_view;
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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