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endPass.js
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66 lines (54 loc) · 1.59 KB
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import { loadShader, makeBindGroup, makePass } from "./utils.js";
// Eventually, WebGPU will allow the output of the final pass in the pipeline to be copied to the canvas texture.
// Until then, this render pass does the job.
const numVerticesPerQuad = 2 * 3;
export default ({ device, canvasFormat, canvasContext }) => {
const nearestSampler = device.createSampler();
const renderPassConfig = {
colorAttachments: [
{
// view: null,
loadOp: "clear",
storeOp: "store",
},
],
};
let renderPipeline;
let renderBindGroup;
const assets = [loadShader(device, "shaders/wgsl/endPass.wgsl")];
const loaded = (async () => {
const [imageShader] = await Promise.all(assets);
renderPipeline = await device.createRenderPipelineAsync({
layout: "auto",
vertex: {
module: imageShader.module,
entryPoint: "vertMain",
},
fragment: {
module: imageShader.module,
entryPoint: "fragMain",
targets: [
{
format: canvasFormat,
},
],
},
});
})();
const build = (size, inputs) => {
renderBindGroup = makeBindGroup(device, renderPipeline, 0, [nearestSampler, inputs.primary.createView()]);
return null;
};
const run = (encoder, shouldRender) => {
if (!shouldRender) {
return;
}
renderPassConfig.colorAttachments[0].view = canvasContext.getCurrentTexture().createView();
const renderPass = encoder.beginRenderPass(renderPassConfig);
renderPass.setPipeline(renderPipeline);
renderPass.setBindGroup(0, renderBindGroup);
renderPass.draw(numVerticesPerQuad, 1, 0, 0);
renderPass.end();
};
return makePass("End", loaded, build, run);
};