import { loadShader, makeBindGroup, makePassFBO, makePass } from "./utils.js"; const numVerticesPerQuad = 2 * 3; export default (context, getInputs) => { 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; const assets = [loadShader(device, "shaders/wgsl/endPass.wgsl")]; const ready = (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 execute = (encoder) => { const inputs = getInputs(); const tex = inputs.primary; const renderBindGroup = makeBindGroup(device, renderPipeline, 0, [linearSampler, tex.createView()]); 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(null, ready, null, execute); };