WebGPURenderPassAttachmentDescriptor.cpp [plain text]
#include "config.h"
#include "WebGPURenderPassAttachmentDescriptor.h"
#if ENABLE(WEBGPU)
#include "GPURenderPassAttachmentDescriptor.h"
#include "GPUTexture.h"
#include "WebGPURenderingContext.h"
#include "WebGPUTexture.h"
namespace WebCore {
WebGPURenderPassAttachmentDescriptor::WebGPURenderPassAttachmentDescriptor(WebGPURenderingContext* context, GPURenderPassAttachmentDescriptor* descriptor)
: WebGPUObject(context)
, m_renderPassAttachmentDescriptor(descriptor)
{
}
WebGPURenderPassAttachmentDescriptor::~WebGPURenderPassAttachmentDescriptor() = default;
unsigned long WebGPURenderPassAttachmentDescriptor::loadAction() const
{
if (!m_renderPassAttachmentDescriptor)
return 0;
return m_renderPassAttachmentDescriptor->loadAction();
}
void WebGPURenderPassAttachmentDescriptor::setLoadAction(unsigned long newLoadAction)
{
if (!m_renderPassAttachmentDescriptor)
return;
m_renderPassAttachmentDescriptor->setLoadAction(newLoadAction);
}
unsigned long WebGPURenderPassAttachmentDescriptor::storeAction() const
{
if (!m_renderPassAttachmentDescriptor)
return 0;
return m_renderPassAttachmentDescriptor->storeAction();
}
void WebGPURenderPassAttachmentDescriptor::setStoreAction(unsigned long newStoreAction)
{
if (!m_renderPassAttachmentDescriptor)
return;
m_renderPassAttachmentDescriptor->setStoreAction(newStoreAction);
}
RefPtr<WebGPUTexture> WebGPURenderPassAttachmentDescriptor::texture() const
{
return m_texture;
}
void WebGPURenderPassAttachmentDescriptor::setTexture(RefPtr<WebGPUTexture> newTexture)
{
if (!newTexture)
return;
m_texture = newTexture;
if (m_renderPassAttachmentDescriptor)
m_renderPassAttachmentDescriptor->setTexture(newTexture->texture());
}
}
#endif