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// Placeholder effect implementation - logs TODO warning once
#include "effects/placeholder_effect.h"
#include "effects/shaders.h"
#include "gpu/post_process_helper.h"
#include "util/fatal_error.h"
#include <cstdio>
Placeholder::Placeholder(const GpuContext& ctx,
const std::vector<std::string>& inputs,
const std::vector<std::string>& outputs,
const char* placeholder_name)
: Effect(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr),
sampler_(nullptr), name_(placeholder_name) {
// Log once on construction
fprintf(stderr, "TODO: %s not yet implemented, using passthrough\n", name_);
// Headless mode: skip GPU resource creation (compiled out in STRIP_ALL)
HEADLESS_RETURN_IF_NULL(ctx_.device);
uniforms_buffer_.init(ctx_.device);
pipeline_ = create_post_process_pipeline(
ctx_.device, WGPUTextureFormat_RGBA8Unorm, passthrough_shader_wgsl);
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 Placeholder::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 = {
.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);
wgpuRenderPassEncoderEnd(pass);
wgpuRenderPassEncoderRelease(pass);
}
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