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// This file is part of the 64k demo project.
// It implements the PassthroughEffect.

#include "gpu/demo_effects.h"
#include "gpu/gpu.h"

// --- PassthroughEffect ---
PassthroughEffect::PassthroughEffect(const GpuContext& ctx)
    : PostProcessEffect(ctx) {
  uniforms_ =
      gpu_create_buffer(ctx_.device, sizeof(float) * 6,
                        WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
  pipeline_ =
      create_post_process_pipeline(ctx_.device, ctx_.format, passthrough_shader_wgsl);
}
void PassthroughEffect::update_bind_group(WGPUTextureView input_view) {
  struct {
    float t, b, i, a, w, h;
  } u = {0, 0, 0, 0, (float)width_, (float)height_};
  wgpuQueueWriteBuffer(ctx_.queue, uniforms_.buffer, 0, &u, sizeof(u));
  pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, input_view, uniforms_);
}