WebGPURenderPipeline.h [plain text]
#pragma once
#if ENABLE(WEBGPU)
#include "WebGPUPipeline.h"
#include <wtf/Forward.h>
namespace WebCore {
class GPUPipeline;
class GPURenderPipeline;
class GPUErrorScopes;
class WebGPUDevice;
class WebGPUShaderModule;
class WebGPURenderPipeline final : public WebGPUPipeline {
public:
virtual ~WebGPURenderPipeline();
static Ref<WebGPURenderPipeline> create(WebGPUDevice&, RefPtr<GPURenderPipeline>&&, GPUErrorScopes&, WebGPUPipeline::ShaderData&& vertexShader, WebGPUPipeline::ShaderData&& fragmentShader);
bool isRenderPipeline() const { return true; }
bool isValid() const { return renderPipeline(); }
const GPURenderPipeline* renderPipeline() const { return m_renderPipeline.get(); }
RefPtr<WebGPUShaderModule> vertexShader() const { return m_vertexShader.module; }
RefPtr<WebGPUShaderModule> fragmentShader() const { return m_fragmentShader.module; }
bool cloneShaderModules(const WebGPUDevice&);
bool recompile(const WebGPUDevice&);
private:
WebGPURenderPipeline(WebGPUDevice&, RefPtr<GPURenderPipeline>&&, GPUErrorScopes&, WebGPUPipeline::ShaderData&& vertexShader, WebGPUPipeline::ShaderData&& fragmentShader);
RefPtr<GPURenderPipeline> m_renderPipeline;
WebGPUPipeline::ShaderData m_vertexShader;
WebGPUPipeline::ShaderData m_fragmentShader;
};
}
SPECIALIZE_TYPE_TRAITS_WEBGPUPIPELINE(WebCore::WebGPURenderPipeline, isRenderPipeline())
#endif // ENABLE(WEBGPU)