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// Scratch effect - film scratch overlay post-process
#include "effects/scratch_effect.h"
#include "effects/shaders.h"
#include "gpu/post_process_helper.h"
#include "util/fatal_error.h"
Scratch::Scratch(const GpuContext& ctx, const std::vector<std::string>& inputs,
const std::vector<std::string>& outputs, float start_time,
float end_time)
: Effect(ctx, inputs, outputs, start_time, end_time) {
HEADLESS_RETURN_IF_NULL(ctx_.device);
create_linear_sampler();
pipeline_.set(create_post_process_pipeline(ctx_.device,
WGPUTextureFormat_RGBA8Unorm,
scratch_shader_wgsl));
}
void Scratch::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]);
pp_update_bind_group(ctx_.device, pipeline_.get(), bind_group_.get_address(),
input_view, uniforms_buffer_.get(), {nullptr, 0});
WGPURenderPassColorAttachment color_attachment = {};
gpu_init_color_attachment(color_attachment, output_view);
WGPURenderPassDescriptor pass_desc = {};
pass_desc.colorAttachmentCount = 1;
pass_desc.colorAttachments = &color_attachment;
WGPURenderPassEncoder pass =
wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc);
wgpuRenderPassEncoderSetPipeline(pass, pipeline_.get());
wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_.get(), 0, nullptr);
wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0);
wgpuRenderPassEncoderEnd(pass);
wgpuRenderPassEncoderRelease(pass);
}
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