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/*
* Copyright (C) 2019 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 "GPUBuffer.h"
#include "GPUTexture.h"
#include <wtf/RefCounted.h>
#include <wtf/RefPtr.h>
#include <wtf/RetainPtr.h>
#include <wtf/Vector.h>
OBJC_PROTOCOL(MTLBuffer);
namespace WebCore {
struct GPUBindGroupDescriptor;
class GPUBindGroup : public RefCounted<GPUBindGroup> {
public:
static RefPtr<GPUBindGroup> tryCreate(const GPUBindGroupDescriptor&);
#if USE(METAL)
const MTLBuffer *vertexArgsBuffer() const { return m_vertexArgsBuffer.get(); }
const MTLBuffer *fragmentArgsBuffer() const { return m_fragmentArgsBuffer.get(); }
const MTLBuffer *computeArgsBuffer() const { return m_computeArgsBuffer.get(); }
#endif
const Vector<Ref<GPUBuffer>>& boundBuffers() const { return m_boundBuffers; }
const Vector<Ref<GPUTexture>>& boundTextures() const { return m_boundTextures; }
private:
#if USE(METAL)
GPUBindGroup(RetainPtr<MTLBuffer>&& vertexBuffer, RetainPtr<MTLBuffer>&& fragmentBuffer, RetainPtr<MTLBuffer>&& computeArgsBuffer, Vector<Ref<GPUBuffer>>&&, Vector<Ref<GPUTexture>>&&);
RetainPtr<MTLBuffer> m_vertexArgsBuffer;
RetainPtr<MTLBuffer> m_fragmentArgsBuffer;
RetainPtr<MTLBuffer> m_computeArgsBuffer;
#endif
Vector<Ref<GPUBuffer>> m_boundBuffers;
Vector<Ref<GPUTexture>> m_boundTextures;
};
} // namespace WebCore
#endif // ENABLE(WEBGPU)