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/*
* Copyright (C) 2024 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
#if ENABLE(WEBXR_LAYERS)
#include "GPUTextureFormat.h"
#include "GPUTextureUsage.h"
#include "WebGPUXRProjectionLayer.h"
#include "XRTextureType.h"
namespace WebCore {
// https://immersive-web.github.io/layers/#xrprojectionlayerinittype
struct XRGPUProjectionLayerInit {
WebGPU::XRProjectionLayerInit convertToBacking()
{
std::optional<WebGPU::TextureFormat> optionalDepthStencilFormat;
if (depthStencilFormat)
optionalDepthStencilFormat = WebCore::convertToBacking(*depthStencilFormat);
return WebGPU::XRProjectionLayerInit {
.colorFormat = WebCore::convertToBacking(colorFormat),
.depthStencilFormat = optionalDepthStencilFormat,
.textureUsage = WebCore::convertTextureUsageFlagsToBacking(textureUsage),
.scaleFactor = scaleFactor,
};
}
GPUTextureFormat colorFormat { GPUTextureFormat::Bgra8unormSRGB };
std::optional<GPUTextureFormat> depthStencilFormat;
GPUTextureUsageFlags textureUsage { GPUTextureUsage::RENDER_ATTACHMENT };
double scaleFactor { 1.0 };
};
} // namespace WebCore
#endif // ENABLE(WEBXR_LAYERS)
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