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/*
* Copyright (C) 2022-2023 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 "GPUTexture.h"
#include "GPUTextureDescriptor.h"
#include "WebGPUPresentationContext.h"
#include <wtf/CompletionHandler.h>
#include <wtf/Ref.h>
#include <wtf/RefCounted.h>
#if PLATFORM(COCOA)
#include <wtf/MachSendRight.h>
#endif
namespace WebCore {
struct GPUCanvasConfiguration;
class GPUDevice;
class GPUTexture;
class GPUPresentationContext : public RefCounted<GPUPresentationContext> {
public:
static Ref<GPUPresentationContext> create(Ref<WebGPU::PresentationContext>&& backing)
{
return adoptRef(*new GPUPresentationContext(WTFMove(backing)));
}
WARN_UNUSED_RETURN bool configure(const GPUCanvasConfiguration&, GPUIntegerCoordinate, GPUIntegerCoordinate, bool);
void unconfigure();
RefPtr<GPUTexture> getCurrentTexture(uint32_t);
void present(uint32_t frameIndex, bool presentBacking = false);
WebGPU::PresentationContext& backing() { return m_backing; }
const WebGPU::PresentationContext& backing() const { return m_backing; }
private:
GPUPresentationContext(Ref<WebGPU::PresentationContext>&& backing)
: m_backing(WTFMove(backing))
{
}
Ref<WebGPU::PresentationContext> m_backing;
RefPtr<GPUTexture> m_currentTexture;
RefPtr<const GPUDevice> m_device;
GPUTextureDescriptor m_textureDescriptor;
};
}
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