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// Placeholder effect v2 implementation - logs TODO warning once

#include "effects/placeholder_effect_v2.h"
#include "gpu/post_process_helper.h"
#include "gpu/shaders.h"
#include <cstdio>

PlaceholderEffectV2::PlaceholderEffectV2(const GpuContext& ctx,
                                         const std::vector<std::string>& inputs,
                                         const std::vector<std::string>& outputs,
                                         const char* placeholder_name)
    : EffectV2(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr),
      sampler_(nullptr), name_(placeholder_name) {
  // Log once on construction
  fprintf(stderr, "TODO: %s not yet ported to v2, using passthrough\n", name_);
  
  uniforms_buffer_.init(ctx_.device);
  pipeline_ = create_post_process_pipeline(ctx_.device, WGPUTextureFormat_RGBA8Unorm,
                                           passthrough_v2_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 PlaceholderEffectV2::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,
#if !defined(DEMO_CROSS_COMPILE_WIN32)
    .depthSlice = WGPU_DEPTH_SLICE_UNDEFINED,
#endif
    .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);
}