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/*
* Copyright (C) 2021 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
* THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
#if ENABLE(GPU_PROCESS)
#include "WebGPUIdentifier.h"
#include <optional>
#include <pal/graphics/WebGPU/WebGPUIntegralTypes.h>
#include <pal/graphics/WebGPU/WebGPULoadOp.h>
#include <pal/graphics/WebGPU/WebGPUStoreOp.h>
#include <variant>
#include <wtf/Ref.h>
namespace WebKit::WebGPU {
struct RenderPassDepthStencilAttachment {
WebGPUIdentifier view;
std::variant<PAL::WebGPU::LoadOp, float> depthLoadValue;
PAL::WebGPU::StoreOp depthStoreOp { PAL::WebGPU::StoreOp::Store };
bool depthReadOnly { false };
std::variant<PAL::WebGPU::LoadOp, PAL::WebGPU::StencilValue> stencilLoadValue;
PAL::WebGPU::StoreOp stencilStoreOp { PAL::WebGPU::StoreOp::Store };
bool stencilReadOnly { false };
template<class Encoder> void encode(Encoder& encoder) const
{
encoder << view;
encoder << depthLoadValue;
encoder << depthStoreOp;
encoder << depthReadOnly;
encoder << stencilLoadValue;
encoder << stencilStoreOp;
encoder << stencilReadOnly;
}
template<class Decoder> static std::optional<RenderPassDepthStencilAttachment> decode(Decoder& decoder)
{
std::optional<WebGPUIdentifier> view;
decoder >> view;
if (!view)
return std::nullopt;
std::optional<std::variant<PAL::WebGPU::LoadOp, float>> depthLoadValue;
decoder >> depthLoadValue;
if (!depthLoadValue)
return std::nullopt;
std::optional<PAL::WebGPU::StoreOp> depthStoreOp;
decoder >> depthStoreOp;
if (!depthStoreOp)
return std::nullopt;
std::optional<bool> depthReadOnly;
decoder >> depthReadOnly;
if (!depthReadOnly)
return std::nullopt;
std::optional<std::variant<PAL::WebGPU::LoadOp, PAL::WebGPU::StencilValue>> stencilLoadValue;
decoder >> stencilLoadValue;
if (!stencilLoadValue)
return std::nullopt;
std::optional<PAL::WebGPU::StoreOp> stencilStoreOp;
decoder >> stencilStoreOp;
if (!stencilStoreOp)
return std::nullopt;
std::optional<bool> stencilReadOnly;
decoder >> stencilReadOnly;
if (!stencilReadOnly)
return std::nullopt;
return { { WTFMove(*view), WTFMove(*depthLoadValue), WTFMove(*depthStoreOp), WTFMove(*depthReadOnly), WTFMove(*stencilLoadValue), WTFMove(*stencilStoreOp), WTFMove(*stencilReadOnly) } };
}
};
} // namespace WebKit::WebGPU
#endif // ENABLE(GPU_PROCESS)