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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 "GPUIntegralTypes.h"
#include <cstdint>
#include <pal/graphics/WebGPU/WebGPUShaderStage.h>
#include <wtf/RefCounted.h>
namespace WebCore {
using GPUShaderStageFlags = uint32_t;
class GPUShaderStage : public RefCounted<GPUShaderStage> {
public:
static constexpr GPUFlagsConstant VERTEX = 0x1;
static constexpr GPUFlagsConstant FRAGMENT = 0x2;
static constexpr GPUFlagsConstant COMPUTE = 0x4;
};
inline PAL::WebGPU::ShaderStageFlags convertShaderStageFlagsToBacking(GPUShaderStageFlags shaderStageFlags)
{
PAL::WebGPU::ShaderStageFlags result;
if (shaderStageFlags & GPUShaderStage::VERTEX)
result.add(PAL::WebGPU::ShaderStage::Vertex);
if (shaderStageFlags & GPUShaderStage::FRAGMENT)
result.add(PAL::WebGPU::ShaderStage::Fragment);
if (shaderStageFlags & GPUShaderStage::COMPUTE)
result.add(PAL::WebGPU::ShaderStage::Compute);
return result;
}
}