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/*
* Copyright (C) 2018 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(WEBGPU)
#include "WebGPUPipeline.h"
#include <wtf/Forward.h>
namespace WebCore {
class GPUPipeline;
class GPURenderPipeline;
class GPUErrorScopes;
class WebGPUDevice;
class WebGPUShaderModule;
class WebGPURenderPipeline final : public WebGPUPipeline {
public:
virtual ~WebGPURenderPipeline();
static Ref<WebGPURenderPipeline> create(WebGPUDevice&, RefPtr<GPURenderPipeline>&&, GPUErrorScopes&, WebGPUPipeline::ShaderData&& vertexShader, WebGPUPipeline::ShaderData&& fragmentShader);
bool isRenderPipeline() const { return true; }
bool isValid() const { return renderPipeline(); }
const GPURenderPipeline* renderPipeline() const { return m_renderPipeline.get(); }
RefPtr<WebGPUShaderModule> vertexShader() const { return m_vertexShader.module; }
RefPtr<WebGPUShaderModule> fragmentShader() const { return m_fragmentShader.module; }
bool cloneShaderModules(const WebGPUDevice&);
bool recompile(const WebGPUDevice&);
private:
WebGPURenderPipeline(WebGPUDevice&, RefPtr<GPURenderPipeline>&&, GPUErrorScopes&, WebGPUPipeline::ShaderData&& vertexShader, WebGPUPipeline::ShaderData&& fragmentShader);
RefPtr<GPURenderPipeline> m_renderPipeline;
// Preserved for Web Inspector recompilation.
WebGPUPipeline::ShaderData m_vertexShader;
WebGPUPipeline::ShaderData m_fragmentShader;
};
} // namespace WebCore
SPECIALIZE_TYPE_TRAITS_WEBGPUPIPELINE(WebCore::WebGPURenderPipeline, isRenderPipeline())
#endif // ENABLE(WEBGPU)