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path: root/src/effects/scratch_effect.cc
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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);
}