WebGPURenderPassEncoder.h [plain text]
#pragma once
#if ENABLE(WEBGPU)
#include "WebGPUProgrammablePassEncoder.h"
#include <wtf/RefPtr.h>
#include <wtf/Vector.h>
namespace WebCore {
class GPUProgrammablePassEncoder;
class GPURenderPassEncoder;
class WebGPUBuffer;
class WebGPURenderPipeline;
struct GPUColor;
class WebGPURenderPassEncoder final : public WebGPUProgrammablePassEncoder {
public:
static Ref<WebGPURenderPassEncoder> create(RefPtr<GPURenderPassEncoder>&&);
void setPipeline(const WebGPURenderPipeline&);
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(WebGPUBuffer&, uint64_t offset);
void setVertexBuffers(unsigned startSlot, const Vector<RefPtr<WebGPUBuffer>>&, 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:
WebGPURenderPassEncoder(RefPtr<GPURenderPassEncoder>&&);
GPUProgrammablePassEncoder* passEncoder() final;
const GPUProgrammablePassEncoder* passEncoder() const final;
RefPtr<GPURenderPassEncoder> m_passEncoder;
};
}
#endif // ENABLE(WEBGPU)