WebGPURenderPassDescriptor.cpp [plain text]
#include "config.h"
#include "WebGPURenderPassDescriptor.h"
#if ENABLE(WEBGPU)
#include "GPURenderPassColorAttachmentDescriptor.h"
#include "GPURenderPassDepthAttachmentDescriptor.h"
#include "GPURenderPassDescriptor.h"
#include "WebGPURenderPassColorAttachmentDescriptor.h"
#include "WebGPURenderPassDepthAttachmentDescriptor.h"
#include "WebGPURenderingContext.h"
namespace WebCore {
Ref<WebGPURenderPassDescriptor> WebGPURenderPassDescriptor::create()
{
return adoptRef(*new WebGPURenderPassDescriptor());
}
WebGPURenderPassDescriptor::WebGPURenderPassDescriptor()
: WebGPUObject()
{
m_renderPassDescriptor = GPURenderPassDescriptor::create();
}
WebGPURenderPassDescriptor::~WebGPURenderPassDescriptor() = default;
RefPtr<WebGPURenderPassDepthAttachmentDescriptor> WebGPURenderPassDescriptor::depthAttachment()
{
if (!m_renderPassDescriptor)
return nullptr;
if (!m_depthAttachmentDescriptor) {
RefPtr<GPURenderPassDepthAttachmentDescriptor> platformDepthAttachment = m_renderPassDescriptor->depthAttachment();
m_depthAttachmentDescriptor = WebGPURenderPassDepthAttachmentDescriptor::create(this->context(), platformDepthAttachment.get());
}
return m_depthAttachmentDescriptor;
}
Vector<RefPtr<WebGPURenderPassColorAttachmentDescriptor>> WebGPURenderPassDescriptor::colorAttachments()
{
if (!m_renderPassDescriptor)
return Vector<RefPtr<WebGPURenderPassColorAttachmentDescriptor>>();
if (!m_colorAttachmentDescriptors.size()) {
Vector<RefPtr<GPURenderPassColorAttachmentDescriptor>> platformColorAttachments = m_renderPassDescriptor->colorAttachments();
for (auto& attachment : platformColorAttachments)
m_colorAttachmentDescriptors.append(WebGPURenderPassColorAttachmentDescriptor::create(this->context(), attachment.get()));
}
return m_colorAttachmentDescriptors;
}
}
#endif