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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
#include "GPUCompareFunction.h"
#include "GPUIntegralTypes.h"
#include "GPUStencilFaceState.h"
#include "GPUTextureFormat.h"
#include <optional>
#include <pal/graphics/WebGPU/WebGPUDepthStencilState.h>
namespace WebCore {
struct GPUDepthStencilState {
PAL::WebGPU::DepthStencilState convertToBacking() const
{
return {
WebCore::convertToBacking(format),
depthWriteEnabled,
WebCore::convertToBacking(depthCompare),
stencilFront.convertToBacking(),
stencilBack.convertToBacking(),
stencilReadMask ? std::optional { *stencilReadMask } : std::nullopt,
stencilWriteMask ? std::optional { *stencilWriteMask } : std::nullopt,
depthBias,
depthBiasSlopeScale,
depthBiasClamp,
};
}
GPUTextureFormat format { GPUTextureFormat::R8unorm };
bool depthWriteEnabled { false };
GPUCompareFunction depthCompare { GPUCompareFunction::Always };
GPUStencilFaceState stencilFront;
GPUStencilFaceState stencilBack;
std::optional<GPUStencilValue> stencilReadMask;
std::optional<GPUStencilValue> stencilWriteMask;
GPUDepthBias depthBias { 0 };
float depthBiasSlopeScale { 0 };
float depthBiasClamp { 0 };
};
}