blob: 129a97c252ad6c1f3a9ea7d35de999a637274a7f [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 "GPUDepthStencilState.h"
#include "GPUFragmentState.h"
#include "GPUMultisampleState.h"
#include "GPUPipelineDescriptorBase.h"
#include "GPUPrimitiveState.h"
#include "GPUVertexState.h"
#include <optional>
#include <pal/graphics/WebGPU/WebGPURenderPipelineDescriptor.h>
namespace WebCore {
struct GPURenderPipelineDescriptor : public GPUPipelineDescriptorBase {
PAL::WebGPU::RenderPipelineDescriptor convertToBacking() const
{
return {
{
{ label },
layout ? &layout->backing() : nullptr,
},
vertex.convertToBacking(),
primitive ? std::optional { primitive->convertToBacking() } : std::nullopt,
depthStencil ? std::optional { depthStencil->convertToBacking() } : std::nullopt,
multisample ? std::optional { multisample->convertToBacking() } : std::nullopt,
fragment ? std::optional { fragment->convertToBacking() } : std::nullopt,
};
}
GPUVertexState vertex;
std::optional<GPUPrimitiveState> primitive;
std::optional<GPUDepthStencilState> depthStencil;
std::optional<GPUMultisampleState> multisample;
std::optional<GPUFragmentState> fragment;
};
}