1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97
|
/*
* Copyright (C) 2021-2023 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
* THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
#include "WebGPUFeatureName.h"
#include <cstdint>
namespace WebCore {
enum class GPUFeatureName : uint8_t {
DepthClipControl,
Depth32floatStencil8,
TextureCompressionBc,
TextureCompressionBcSliced3d,
TextureCompressionEtc2,
TextureCompressionAstc,
TextureCompressionAstcSliced3d,
TimestampQuery,
IndirectFirstInstance,
ShaderF16,
Rg11b10ufloatRenderable,
Bgra8unormStorage,
Float32Filterable,
Float32Blendable,
ClipDistances,
DualSourceBlending,
Float16Renderable,
Float32Renderable,
};
inline WebGPU::FeatureName convertToBacking(GPUFeatureName featureName)
{
switch (featureName) {
case GPUFeatureName::DepthClipControl:
return WebGPU::FeatureName::DepthClipControl;
case GPUFeatureName::Depth32floatStencil8:
return WebGPU::FeatureName::Depth32floatStencil8;
case GPUFeatureName::TextureCompressionBc:
return WebGPU::FeatureName::TextureCompressionBc;
case GPUFeatureName::TextureCompressionBcSliced3d:
return WebGPU::FeatureName::TextureCompressionBcSliced3d;
case GPUFeatureName::TextureCompressionEtc2:
return WebGPU::FeatureName::TextureCompressionEtc2;
case GPUFeatureName::TextureCompressionAstc:
return WebGPU::FeatureName::TextureCompressionAstc;
case GPUFeatureName::TextureCompressionAstcSliced3d:
return WebGPU::FeatureName::TextureCompressionAstcSliced3d;
case GPUFeatureName::TimestampQuery:
return WebGPU::FeatureName::TimestampQuery;
case GPUFeatureName::IndirectFirstInstance:
return WebGPU::FeatureName::IndirectFirstInstance;
case GPUFeatureName::Bgra8unormStorage:
return WebGPU::FeatureName::Bgra8unormStorage;
case GPUFeatureName::ShaderF16:
return WebGPU::FeatureName::ShaderF16;
case GPUFeatureName::Rg11b10ufloatRenderable:
return WebGPU::FeatureName::Rg11b10ufloatRenderable;
case GPUFeatureName::Float32Filterable:
return WebGPU::FeatureName::Float32Filterable;
case GPUFeatureName::Float32Blendable:
return WebGPU::FeatureName::Float32Blendable;
case GPUFeatureName::Float16Renderable:
return WebGPU::FeatureName::Float16Renderable;
case GPUFeatureName::Float32Renderable:
return WebGPU::FeatureName::Float32Renderable;
case GPUFeatureName::DualSourceBlending:
return WebGPU::FeatureName::DualSourceBlending;
case GPUFeatureName::ClipDistances:
return WebGPU::FeatureName::ClipDistances;
}
RELEASE_ASSERT_NOT_REACHED();
}
}
|