/* * Copyright (C) 2018 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 #if ENABLE(WEBGPU) #include "GPUProgrammablePassEncoder.h" #include "GPURenderPipeline.h" #include <wtf/RefCounted.h> #include <wtf/RefPtr.h> #include <wtf/RetainPtr.h> #include <wtf/Vector.h> OBJC_PROTOCOL(MTLRenderCommandEncoder); namespace WebCore { class GPUBuffer; class GPUCommandBuffer; struct GPURenderPassDescriptor; using PlatformRenderPassEncoder = MTLRenderCommandEncoder; using PlatformRenderPassEncoderSmartPtr = RetainPtr<MTLRenderCommandEncoder>; class GPURenderPassEncoder : public GPUProgrammablePassEncoder { public: static RefPtr<GPURenderPassEncoder> create(const GPUCommandBuffer&, GPURenderPassDescriptor&&); void setPipeline(Ref<GPURenderPipeline>&&) final; void setVertexBuffers(unsigned long, Vector<Ref<const GPUBuffer>>&&, Vector<unsigned>&&); void draw(unsigned long, unsigned long, unsigned long, unsigned long); private: GPURenderPassEncoder(PlatformRenderPassEncoderSmartPtr&&); ~GPURenderPassEncoder() { endPass(); } // Ensure that encoding has ended before release. PlatformProgrammablePassEncoder* platformPassEncoder() const final; PlatformRenderPassEncoderSmartPtr m_platformRenderPassEncoder; RefPtr<GPURenderPipeline> m_pipeline; }; } // namespace WebCore #endif // ENABLE(WEBGPU)