import { loadShader, makeBindGroup, makePass } from "./utils.js"; const numVerticesPerQuad = 2 * 3; export default (context) => { const { config, device, canvasFormat, canvasContext } = context; const linearSampler = device.createSampler({ magFilter: "linear", minFilter: "linear", }); const renderPassConfig = { colorAttachments: [ { view: null, loadValue: { r: 0, g: 0, b: 0, a: 1 }, storeOp: "store", }, ], }; let renderPipeline; let renderBindGroup; const assets = [loadShader(device, "shaders/wgsl/endPass.wgsl")]; const loaded = (async () => { const [imageShader] = await Promise.all(assets); renderPipeline = device.createRenderPipeline({ vertex: { module: imageShader.module, entryPoint: "vertMain", }, fragment: { module: imageShader.module, entryPoint: "fragMain", targets: [ { format: canvasFormat, }, ], }, }); })(); const build = (size, inputs) => { renderBindGroup = makeBindGroup(device, renderPipeline, 0, [linearSampler, inputs.primary.createView()]); return null; }; const run = (encoder) => { 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.endPass(); }; return makePass(loaded, build, run); };