blob: 9a5b66a1f9e74c989682025e90135acda1aa2503 [file] [log] [blame]
/*
* 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
#include "GPUIntegralTypes.h"
#include "GPULoadOp.h"
#include "GPUStoreOp.h"
#include "GPUTextureView.h"
#include <pal/graphics/WebGPU/WebGPURenderPassDepthStencilAttachment.h>
#include <variant>
#include <wtf/RefPtr.h>
namespace WebCore {
struct GPURenderPassDepthStencilAttachment {
PAL::WebGPU::RenderPassDepthStencilAttachment convertToBacking() const
{
ASSERT(view);
return {
view->backing(),
WTF::switchOn(depthLoadValue, [&] (GPULoadOp loadOp) -> std::variant<PAL::WebGPU::LoadOp, float> {
return WebCore::convertToBacking(loadOp);
}, [&] (float f) -> std::variant<PAL::WebGPU::LoadOp, float> {
return f;
}),
WebCore::convertToBacking(depthStoreOp),
depthReadOnly,
WTF::switchOn(stencilLoadValue, [&] (GPULoadOp loadOp) -> std::variant<PAL::WebGPU::LoadOp, PAL::WebGPU::StencilValue> {
return WebCore::convertToBacking(loadOp);
}, [&] (GPUStencilValue stencilValue) -> std::variant<PAL::WebGPU::LoadOp, PAL::WebGPU::StencilValue> {
return stencilValue;
}),
WebCore::convertToBacking(stencilStoreOp),
stencilReadOnly,
};
}
GPUTextureView* view;
std::variant<GPULoadOp, float> depthLoadValue;
GPUStoreOp depthStoreOp;
bool depthReadOnly;
std::variant<GPULoadOp, GPUStencilValue> stencilLoadValue;
GPUStoreOp stencilStoreOp;
bool stencilReadOnly;
};
}