blob: cf0c42485cdfe1a0ab56a5caee86e33d38e89625 [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 "GPUBufferBindingLayout.h"
#include "GPUExternalTextureBindingLayout.h"
#include "GPUIntegralTypes.h"
#include "GPUSamplerBindingLayout.h"
#include "GPUShaderStage.h"
#include "GPUStorageTextureBindingLayout.h"
#include "GPUTextureBindingLayout.h"
#include <optional>
#include <pal/graphics/WebGPU/WebGPUBindGroupLayoutEntry.h>
namespace WebCore {
struct GPUBindGroupLayoutEntry {
PAL::WebGPU::BindGroupLayoutEntry convertToBacking() const
{
return {
binding,
convertShaderStageFlagsToBacking(visibility),
buffer ? std::optional { buffer->convertToBacking() } : std::nullopt,
sampler ? std::optional { sampler->convertToBacking() } : std::nullopt,
texture ? std::optional { texture->convertToBacking() } : std::nullopt,
storageTexture ? std::optional { storageTexture->convertToBacking() } : std::nullopt,
externalTexture ? std::optional { externalTexture->convertToBacking() } : std::nullopt,
};
}
GPUIndex32 binding { 0 };
GPUShaderStageFlags visibility { 0 };
std::optional<GPUBufferBindingLayout> buffer;
std::optional<GPUSamplerBindingLayout> sampler;
std::optional<GPUTextureBindingLayout> texture;
std::optional<GPUStorageTextureBindingLayout> storageTexture;
std::optional<GPUExternalTextureBindingLayout> externalTexture;
};
}