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