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// Peak meter overlay for audio debugging
#include "effects/peak_meter_effect.h"
#include "gpu/post_process_helper.h"
#include "gpu/shader_composer.h"
#include "util/fatal_error.h"
PeakMeterEffect::PeakMeterEffect(const GpuContext& ctx,
const std::vector<std::string>& inputs,
const std::vector<std::string>& outputs)
: Effect(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr) {
HEADLESS_RETURN_IF_NULL(ctx_.device);
uniforms_buffer_.init(ctx_.device);
const char* shader_main = R"(
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
};
@group(0) @binding(0) var inputSampler: sampler;
@group(0) @binding(1) var inputTexture: texture_2d<f32>;
@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
@vertex
fn vs_main(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput {
var output: VertexOutput;
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, -1.0),
vec2<f32>(3.0, -1.0),
vec2<f32>(-1.0, 3.0)
);
output.position = vec4<f32>(pos[vertexIndex], 0.0, 1.0);
output.uv = pos[vertexIndex] * 0.5 + 0.5;
return output;
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
let bar_y_min = 0.005;
let bar_y_max = 0.015;
let bar_x_min = 0.015;
let bar_x_max = 0.250;
let in_bar_y = input.uv.y >= bar_y_min && input.uv.y <= bar_y_max;
let in_bar_x = input.uv.x >= bar_x_min && input.uv.x <= bar_x_max;
if (in_bar_y && in_bar_x) {
let uv_x = (input.uv.x - bar_x_min) / (bar_x_max - bar_x_min);
let factor = step(uv_x, uniforms.audio_intensity);
return mix(vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(1.0, 0.0, 0.0, 1.0), factor);
}
return textureSample(inputTexture, inputSampler, input.uv);
}
)";
std::string shader_code =
ShaderComposer::Get().Compose({"common_uniforms"}, shader_main);
pipeline_ = create_post_process_pipeline(ctx_.device,
WGPUTextureFormat_RGBA8Unorm,
shader_code.c_str());
}
PeakMeterEffect::~PeakMeterEffect() {
if (bind_group_) wgpuBindGroupRelease(bind_group_);
if (pipeline_) wgpuRenderPipelineRelease(pipeline_);
}
void PeakMeterEffect::render(WGPUCommandEncoder encoder,
const UniformsSequenceParams& params,
NodeRegistry& nodes) {
WGPUTextureView input_view = nodes.get_view(input_nodes_[0]);
WGPUTextureView output_view = nodes.get_view(output_nodes_[0]);
uniforms_buffer_.update(ctx_.queue, params);
pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, input_view,
uniforms_buffer_.get(), {nullptr, 0});
WGPURenderPassColorAttachment color_attachment = {};
color_attachment.view = output_view;
color_attachment.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
color_attachment.loadOp = WGPULoadOp_Load;
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);
wgpuRenderPassEncoderEnd(pass);
wgpuRenderPassEncoderRelease(pass);
}
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