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
|
// 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);
}
|