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/*
* Copyright (C) 2021-2022 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 "GPUObjectDescriptorBase.h"
#include "GPUTextureFormat.h"
#include <optional>
#include <pal/graphics/WebGPU/WebGPURenderPassLayout.h>
#include <wtf/Vector.h>
namespace WebCore {
struct GPURenderPassLayout : public GPUObjectDescriptorBase {
PAL::WebGPU::RenderPassLayout convertToBacking() const
{
return {
{ label },
colorFormats.map([] (auto& colorFormat) -> std::optional<PAL::WebGPU::TextureFormat> {
if (colorFormat)
return WebCore::convertToBacking(*colorFormat);
return std::nullopt;
}),
depthStencilFormat ? std::optional { WebCore::convertToBacking(*depthStencilFormat) } : std::nullopt,
sampleCount,
};
}
Vector<std::optional<GPUTextureFormat>> colorFormats;
std::optional<GPUTextureFormat> depthStencilFormat;
GPUSize32 sampleCount { 1 };
};
}