GPULegacyRenderPassColorAttachmentDescriptorMetal.mm   [plain text]


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#import "config.h"
#import "GPULegacyRenderPassColorAttachmentDescriptor.h"

#if ENABLE(WEBMETAL)

#import "FloatConversion.h"
#import "Logging.h"
#import <Metal/Metal.h>
#import <wtf/Vector.h>

namespace WebCore {

GPULegacyRenderPassColorAttachmentDescriptor::GPULegacyRenderPassColorAttachmentDescriptor(MTLRenderPassColorAttachmentDescriptor *metal)
    : GPULegacyRenderPassAttachmentDescriptor { metal }
{
    LOG(WebMetal, "GPULegacyRenderPassColorAttachmentDescriptor::GPULegacyRenderPassColorAttachmentDescriptor()");
}

Vector<float> GPULegacyRenderPassColorAttachmentDescriptor::clearColor() const
{
    auto* metal = this->metal();
    if (!metal)
        return { };

    auto color = [metal clearColor];
    return { narrowPrecisionToFloat(color.red), narrowPrecisionToFloat(color.green), narrowPrecisionToFloat(color.blue), narrowPrecisionToFloat(color.alpha) };
}

void GPULegacyRenderPassColorAttachmentDescriptor::setClearColor(const Vector<float>& newClearColor) const
{
    if (newClearColor.size() != 4)
        return;

    [metal() setClearColor:MTLClearColorMake(newClearColor[0], newClearColor[1], newClearColor[2], newClearColor[3])];
}

MTLRenderPassColorAttachmentDescriptor *GPULegacyRenderPassColorAttachmentDescriptor::metal() const
{
    return static_cast<MTLRenderPassColorAttachmentDescriptor *>(GPULegacyRenderPassAttachmentDescriptor::metal());
}

} // namespace WebCore

#endif