GPULegacyRenderPipelineDescriptorMetal.mm   [plain text]


/*
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#import "config.h"
#import "GPULegacyRenderPipelineDescriptor.h"

#if ENABLE(WEBMETAL)

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

namespace WebCore {

GPULegacyRenderPipelineDescriptor::GPULegacyRenderPipelineDescriptor()
    : m_metal { adoptNS([MTLRenderPipelineDescriptor new]) }
{
    LOG(WebMetal, "GPULegacyRenderPipelineDescriptor::GPULegacyRenderPipelineDescriptor()");
}

unsigned GPULegacyRenderPipelineDescriptor::depthAttachmentPixelFormat() const
{
    return [m_metal depthAttachmentPixelFormat];
}

void GPULegacyRenderPipelineDescriptor::setDepthAttachmentPixelFormat(unsigned newPixelFormat) const
{
    [m_metal setDepthAttachmentPixelFormat:static_cast<MTLPixelFormat>(newPixelFormat)];
}

void GPULegacyRenderPipelineDescriptor::setVertexFunction(const GPULegacyFunction& newFunction) const
{
    [m_metal setVertexFunction:newFunction.metal()];
}

void GPULegacyRenderPipelineDescriptor::setFragmentFunction(const GPULegacyFunction& newFunction) const
{
    [m_metal setFragmentFunction:newFunction.metal()];
}

Vector<GPULegacyRenderPipelineColorAttachmentDescriptor> GPULegacyRenderPipelineDescriptor::colorAttachments() const
{
    // FIXME: Why is it always OK to return exactly one attachment?
    return { { [[m_metal colorAttachments] objectAtIndexedSubscript:0] } };
}

void GPULegacyRenderPipelineDescriptor::reset() const
{
    [m_metal reset];
}

MTLRenderPipelineDescriptor *GPULegacyRenderPipelineDescriptor::metal() const
{
    return m_metal.get();
}

} // namespace WebCore

#endif