GPURenderPassEncoder.h [plain text]
#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 GPUColor;
struct GPURenderPassDescriptor;
using PlatformRenderPassEncoder = MTLRenderCommandEncoder;
using PlatformRenderPassEncoderSmartPtr = RetainPtr<MTLRenderCommandEncoder>;
class GPURenderPassEncoder : public GPUProgrammablePassEncoder {
public:
static RefPtr<GPURenderPassEncoder> tryCreate(Ref<GPUCommandBuffer>&&, GPURenderPassDescriptor&&);
void setPipeline(Ref<const GPURenderPipeline>&&);
void setBlendColor(const GPUColor&);
void setViewport(float x, float y, float width, float height, float minDepth, float maxDepth);
void setScissorRect(unsigned x, unsigned y, unsigned width, unsigned height);
void setIndexBuffer(GPUBuffer&, uint64_t offset);
void setVertexBuffers(unsigned index, const Vector<Ref<GPUBuffer>>&, const Vector<uint64_t>& offsets);
void draw(unsigned vertexCount, unsigned instanceCount, unsigned firstVertex, unsigned firstInstance);
void drawIndexed(unsigned indexCount, unsigned instanceCount, unsigned firstIndex, int baseVertex, unsigned firstInstance);
private:
GPURenderPassEncoder(Ref<GPUCommandBuffer>&&, PlatformRenderPassEncoderSmartPtr&&);
~GPURenderPassEncoder() { endPass(); }
const PlatformProgrammablePassEncoder* platformPassEncoder() const final;
void invalidateEncoder() final { m_platformRenderPassEncoder = nullptr; }
#if USE(METAL)
void useResource(const MTLResource *, unsigned usage) final;
void setVertexBuffer(const MTLBuffer *, NSUInteger offset, unsigned index) final;
void setFragmentBuffer(const MTLBuffer *, NSUInteger offset, unsigned index) final;
RefPtr<GPUBuffer> m_indexBuffer;
uint64_t m_indexBufferOffset;
#endif // USE(METAL)
PlatformRenderPassEncoderSmartPtr m_platformRenderPassEncoder;
RefPtr<const GPURenderPipeline> m_pipeline;
};
}
#endif // ENABLE(WEBGPU)