1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2023 Google LLC
3*c8dee2aaSAndroid Build Coastguard Worker *
4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker */
7*c8dee2aaSAndroid Build Coastguard Worker
8*c8dee2aaSAndroid Build Coastguard Worker #ifndef skgpu_DawnUtilsPriv_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define skgpu_DawnUtilsPriv_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTextureCompressionType.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/SkSLToBackend.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/sksl/codegen/SkSLWGSLCodeGenerator.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "webgpu/webgpu_cpp.h" // NO_G3_REWRITE
15*c8dee2aaSAndroid Build Coastguard Worker
16*c8dee2aaSAndroid Build Coastguard Worker namespace SkSL {
17*c8dee2aaSAndroid Build Coastguard Worker
18*c8dee2aaSAndroid Build Coastguard Worker enum class ProgramKind : int8_t;
19*c8dee2aaSAndroid Build Coastguard Worker struct ProgramInterface;
20*c8dee2aaSAndroid Build Coastguard Worker struct ProgramSettings;
21*c8dee2aaSAndroid Build Coastguard Worker struct ShaderCaps;
22*c8dee2aaSAndroid Build Coastguard Worker
23*c8dee2aaSAndroid Build Coastguard Worker } // namespace SkSL
24*c8dee2aaSAndroid Build Coastguard Worker
25*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu {
26*c8dee2aaSAndroid Build Coastguard Worker
27*c8dee2aaSAndroid Build Coastguard Worker class ShaderErrorHandler;
28*c8dee2aaSAndroid Build Coastguard Worker
SkSLToWGSL(const SkSL::ShaderCaps * caps,const std::string & sksl,SkSL::ProgramKind programKind,const SkSL::ProgramSettings & settings,std::string * wgsl,SkSL::ProgramInterface * outInterface,ShaderErrorHandler * errorHandler)29*c8dee2aaSAndroid Build Coastguard Worker inline bool SkSLToWGSL(const SkSL::ShaderCaps* caps,
30*c8dee2aaSAndroid Build Coastguard Worker const std::string& sksl,
31*c8dee2aaSAndroid Build Coastguard Worker SkSL::ProgramKind programKind,
32*c8dee2aaSAndroid Build Coastguard Worker const SkSL::ProgramSettings& settings,
33*c8dee2aaSAndroid Build Coastguard Worker std::string* wgsl,
34*c8dee2aaSAndroid Build Coastguard Worker SkSL::ProgramInterface* outInterface,
35*c8dee2aaSAndroid Build Coastguard Worker ShaderErrorHandler* errorHandler) {
36*c8dee2aaSAndroid Build Coastguard Worker return SkSLToBackend(caps, &SkSL::ToWGSL, "WGSL",
37*c8dee2aaSAndroid Build Coastguard Worker sksl, programKind, settings, wgsl, outInterface, errorHandler);
38*c8dee2aaSAndroid Build Coastguard Worker }
39*c8dee2aaSAndroid Build Coastguard Worker
40*c8dee2aaSAndroid Build Coastguard Worker namespace graphite {
41*c8dee2aaSAndroid Build Coastguard Worker
42*c8dee2aaSAndroid Build Coastguard Worker class DawnSharedContext;
43*c8dee2aaSAndroid Build Coastguard Worker
44*c8dee2aaSAndroid Build Coastguard Worker size_t DawnFormatBytesPerBlock(wgpu::TextureFormat format);
45*c8dee2aaSAndroid Build Coastguard Worker
46*c8dee2aaSAndroid Build Coastguard Worker SkTextureCompressionType DawnFormatToCompressionType(wgpu::TextureFormat format);
47*c8dee2aaSAndroid Build Coastguard Worker
48*c8dee2aaSAndroid Build Coastguard Worker uint32_t DawnFormatChannels(wgpu::TextureFormat format);
49*c8dee2aaSAndroid Build Coastguard Worker
50*c8dee2aaSAndroid Build Coastguard Worker } // namespace graphite
51*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu
52*c8dee2aaSAndroid Build Coastguard Worker
53*c8dee2aaSAndroid Build Coastguard Worker #endif // skgpu_DawnUtilsPriv_DEFINED
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