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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. ``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
* 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
#import "Adapter.h"
#import "BindGroup.h"
#import "BindGroupLayout.h"
#import "Buffer.h"
#import "CommandBuffer.h"
#import "CommandEncoder.h"
#import "ComputePassEncoder.h"
#import "ComputePipeline.h"
#import "Device.h"
#import "ExternalTexture.h"
#import "Instance.h"
#import "PipelineLayout.h"
#import "PresentationContext.h"
#import "QuerySet.h"
#import "Queue.h"
#import "RenderBundle.h"
#import "RenderBundleEncoder.h"
#import "RenderPassEncoder.h"
#import "RenderPipeline.h"
#import "Sampler.h"
#import "ShaderModule.h"
#import "Texture.h"
#import "TextureView.h"
#import "XRBinding.h"
#import "XRProjectionLayer.h"
#import "XRSubImage.h"
#import "XRView.h"
#import <wtf/BlockPtr.h>
#import <wtf/text/WTFString.h>
namespace WebGPU {
// FIXME: It would be cool if we didn't have to list all these overloads, but instead could do something like bridge_cast() in WTF.
inline Adapter& fromAPI(WGPUAdapter adapter)
{
return static_cast<Adapter&>(*adapter);
}
inline BindGroup& fromAPI(WGPUBindGroup bindGroup)
{
return static_cast<BindGroup&>(*bindGroup);
}
inline BindGroupLayout& fromAPI(WGPUBindGroupLayout bindGroupLayout)
{
return static_cast<BindGroupLayout&>(*bindGroupLayout);
}
inline Buffer& fromAPI(WGPUBuffer buffer)
{
return static_cast<Buffer&>(*buffer);
}
inline CommandBuffer& fromAPI(WGPUCommandBuffer commandBuffer)
{
return static_cast<CommandBuffer&>(*commandBuffer);
}
inline CommandEncoder& fromAPI(WGPUCommandEncoder commandEncoder)
{
return static_cast<CommandEncoder&>(*commandEncoder);
}
inline ComputePassEncoder& fromAPI(WGPUComputePassEncoder computePassEncoder)
{
return static_cast<ComputePassEncoder&>(*computePassEncoder);
}
inline ComputePipeline& fromAPI(WGPUComputePipeline computePipeline)
{
return static_cast<ComputePipeline&>(*computePipeline);
}
inline Device& fromAPI(WGPUDevice device)
{
return static_cast<Device&>(*device);
}
inline ExternalTexture& fromAPI(WGPUExternalTexture texture)
{
return static_cast<ExternalTexture&>(*texture);
}
inline Instance& fromAPI(WGPUInstance instance)
{
return static_cast<Instance&>(*instance);
}
inline PipelineLayout& fromAPI(WGPUPipelineLayout pipelineLayout)
{
return static_cast<PipelineLayout&>(*pipelineLayout);
}
inline QuerySet& fromAPI(WGPUQuerySet querySet)
{
return static_cast<QuerySet&>(*querySet);
}
inline Queue& fromAPI(WGPUQueue queue)
{
return static_cast<Queue&>(*queue);
}
inline RenderBundle& fromAPI(WGPURenderBundle renderBundle)
{
return static_cast<RenderBundle&>(*renderBundle);
}
inline RenderBundleEncoder& fromAPI(WGPURenderBundleEncoder renderBundleEncoder)
{
return static_cast<RenderBundleEncoder&>(*renderBundleEncoder);
}
inline RenderPassEncoder& fromAPI(WGPURenderPassEncoder renderPassEncoder)
{
return static_cast<RenderPassEncoder&>(*renderPassEncoder);
}
inline RenderPipeline& fromAPI(WGPURenderPipeline renderPipeline)
{
return static_cast<RenderPipeline&>(*renderPipeline);
}
inline Sampler& fromAPI(WGPUSampler sampler)
{
return static_cast<Sampler&>(*sampler);
}
inline ShaderModule& fromAPI(WGPUShaderModule shaderModule)
{
return static_cast<ShaderModule&>(*shaderModule);
}
inline PresentationContext& fromAPI(WGPUSurface surface)
{
return static_cast<PresentationContext&>(*surface);
}
inline PresentationContext& fromAPI(WGPUSwapChain swapChain)
{
return static_cast<PresentationContext&>(*swapChain);
}
inline Texture& fromAPI(WGPUTexture texture)
{
return static_cast<Texture&>(*texture);
}
inline TextureView& fromAPI(WGPUTextureView textureView)
{
return static_cast<TextureView&>(*textureView);
}
inline XRBinding& fromAPI(WGPUXRBinding binding)
{
return static_cast<XRBinding&>(*binding);
}
inline XRSubImage& fromAPI(WGPUXRSubImage subImage)
{
return static_cast<XRSubImage&>(*subImage);
}
inline XRProjectionLayer& fromAPI(WGPUXRProjectionLayer layer)
{
return static_cast<XRProjectionLayer&>(*layer);
}
inline XRView& fromAPI(WGPUXRView view)
{
return static_cast<XRView&>(*view);
}
inline String fromAPI(const char* string)
{
return String::fromUTF8(string);
}
inline Ref<Adapter> protectedFromAPI(WGPUAdapter adapter)
{
return static_cast<Adapter&>(*adapter);
}
inline Ref<BindGroup> protectedFromAPI(WGPUBindGroup bindGroup)
{
return static_cast<BindGroup&>(*bindGroup);
}
inline Ref<BindGroupLayout> protectedFromAPI(WGPUBindGroupLayout bindGroupLayout)
{
return static_cast<BindGroupLayout&>(*bindGroupLayout);
}
inline Ref<Buffer> protectedFromAPI(WGPUBuffer buffer)
{
return static_cast<Buffer&>(*buffer);
}
inline Ref<CommandBuffer> protectedFromAPI(WGPUCommandBuffer commandBuffer)
{
return static_cast<CommandBuffer&>(*commandBuffer);
}
inline Ref<CommandEncoder> protectedFromAPI(WGPUCommandEncoder commandEncoder)
{
return static_cast<CommandEncoder&>(*commandEncoder);
}
inline Ref<ComputePassEncoder> protectedFromAPI(WGPUComputePassEncoder computePassEncoder)
{
return static_cast<ComputePassEncoder&>(*computePassEncoder);
}
inline Ref<ComputePipeline> protectedFromAPI(WGPUComputePipeline computePipeline)
{
return static_cast<ComputePipeline&>(*computePipeline);
}
inline Ref<Device> protectedFromAPI(WGPUDevice device)
{
return static_cast<Device&>(*device);
}
inline Ref<ExternalTexture> protectedFromAPI(WGPUExternalTexture texture)
{
return static_cast<ExternalTexture&>(*texture);
}
inline Ref<Instance> protectedFromAPI(WGPUInstance instance)
{
return static_cast<Instance&>(*instance);
}
inline Ref<PipelineLayout> protectedFromAPI(WGPUPipelineLayout pipelineLayout)
{
return static_cast<PipelineLayout&>(*pipelineLayout);
}
inline Ref<QuerySet> protectedFromAPI(WGPUQuerySet querySet)
{
return static_cast<QuerySet&>(*querySet);
}
inline Ref<Queue> protectedFromAPI(WGPUQueue queue)
{
return static_cast<Queue&>(*queue);
}
inline Ref<RenderBundle> protectedFromAPI(WGPURenderBundle renderBundle)
{
return static_cast<RenderBundle&>(*renderBundle);
}
inline Ref<RenderBundleEncoder> protectedFromAPI(WGPURenderBundleEncoder renderBundleEncoder)
{
return static_cast<RenderBundleEncoder&>(*renderBundleEncoder);
}
inline Ref<RenderPassEncoder> protectedFromAPI(WGPURenderPassEncoder renderPassEncoder)
{
return static_cast<RenderPassEncoder&>(*renderPassEncoder);
}
inline Ref<RenderPipeline> protectedFromAPI(WGPURenderPipeline renderPipeline)
{
return static_cast<RenderPipeline&>(*renderPipeline);
}
inline Ref<Sampler> protectedFromAPI(WGPUSampler sampler)
{
return static_cast<Sampler&>(*sampler);
}
inline Ref<ShaderModule> protectedFromAPI(WGPUShaderModule shaderModule)
{
return static_cast<ShaderModule&>(*shaderModule);
}
inline Ref<PresentationContext> protectedFromAPI(WGPUSurface surface)
{
return static_cast<PresentationContext&>(*surface);
}
inline Ref<PresentationContext> protectedFromAPI(WGPUSwapChain swapChain)
{
return static_cast<PresentationContext&>(*swapChain);
}
inline Ref<Texture> protectedFromAPI(WGPUTexture texture)
{
return static_cast<Texture&>(*texture);
}
inline Ref<TextureView> protectedFromAPI(WGPUTextureView textureView)
{
return static_cast<TextureView&>(*textureView);
}
inline Ref<XRBinding> protectedFromAPI(WGPUXRBinding binding)
{
return static_cast<XRBinding&>(*binding);
}
inline Ref<XRSubImage> protectedFromAPI(WGPUXRSubImage subImage)
{
return static_cast<XRSubImage&>(*subImage);
}
inline Ref<XRProjectionLayer> protectedFromAPI(WGPUXRProjectionLayer layer)
{
return static_cast<XRProjectionLayer&>(*layer);
}
inline Ref<XRView> protectedFromAPI(WGPUXRView view)
{
return static_cast<XRView&>(*view);
}
template<typename R, typename... Args>
inline BlockPtr<R (Args...)> fromAPI(R (^ __strong &&block)(Args...))
{
return makeBlockPtr(WTFMove(block));
}
template <typename T>
inline T* releaseToAPI(Ref<T>&& pointer)
{
return &pointer.leakRef();
}
template <typename T>
inline T* releaseToAPI(RefPtr<T>&& pointer)
{
// FIXME: We shouldn't need this, because invalid objects should be created instead of returning nullptr.
if (pointer)
return pointer.leakRef();
return nullptr;
}
} // namespace WebGPU
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