#include "include/gpu/graphite/dawn/DawnUtils.h"
#include "src/gpu/graphite/dawn/DawnGraphiteUtilsPriv.h"
#include "include/gpu/ShaderErrorHandler.h"
#include "include/gpu/graphite/Context.h"
#include "include/gpu/graphite/dawn/DawnBackendContext.h"
#include "src/gpu/graphite/ContextPriv.h"
#include "src/gpu/graphite/dawn/DawnQueueManager.h"
#include "src/gpu/graphite/dawn/DawnSharedContext.h"
namespace skgpu::graphite {
namespace ContextFactory {
std::unique_ptr<Context> MakeDawn(const DawnBackendContext& backendContext,
const ContextOptions& options) { … }
}
bool DawnFormatIsDepthOrStencil(wgpu::TextureFormat format) { … }
bool DawnFormatIsDepth(wgpu::TextureFormat format) { … }
bool DawnFormatIsStencil(wgpu::TextureFormat format) { … }
wgpu::TextureFormat DawnDepthStencilFlagsToFormat(SkEnumBitMask<DepthStencilFlags> mask) { … }
static bool check_shader_module([[maybe_unused]] const DawnSharedContext* sharedContext,
wgpu::ShaderModule* module,
const char* shaderText,
ShaderErrorHandler* errorHandler) { … }
bool DawnCompileWGSLShaderModule(const DawnSharedContext* sharedContext,
const char* label,
const std::string& wgsl,
wgpu::ShaderModule* module,
ShaderErrorHandler* errorHandler) { … }
#if !defined(__EMSCRIPTEN__)
namespace ycbcrUtils {
bool DawnDescriptorIsValid(const wgpu::YCbCrVkDescriptor& desc) { … }
bool DawnDescriptorUsesExternalFormat(const wgpu::YCbCrVkDescriptor& desc) { … }
}
#endif
}