chromium/third_party/dawn/src/dawn/utils/WGPUHelpers.h

// Copyright 2017 The Dawn & Tint Authors
//
// 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.
//
// 3. Neither the name of the copyright holder nor the names of its
//    contributors may be used to endorse or promote products derived from
//    this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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#ifndef SRC_DAWN_UTILS_WGPUHELPERS_H_
#define SRC_DAWN_UTILS_WGPUHELPERS_H_

#include <webgpu/webgpu_cpp.h>

#include <array>
#include <initializer_list>
#include <string>
#include <vector>

#include "dawn/common/Constants.h"
#include "dawn/utils/TextureUtils.h"

namespace dawn::utils {

enum Expectation {};

#if TINT_BUILD_SPV_READER
wgpu::ShaderModule CreateShaderModuleFromASM(
    const wgpu::Device& device,
    const char* source,
    wgpu::DawnShaderModuleSPIRVOptionsDescriptor* spirv_options = nullptr);
#endif
wgpu::ShaderModule CreateShaderModule(const wgpu::Device& device, const char* source);
wgpu::ShaderModule CreateShaderModule(const wgpu::Device& device, const std::string& source);

wgpu::Buffer CreateBufferFromData(const wgpu::Device& device,
                                  const void* data,
                                  uint64_t size,
                                  wgpu::BufferUsage usage);

template <typename T>
wgpu::Buffer CreateBufferFromData(const wgpu::Device& device,
                                  wgpu::BufferUsage usage,
                                  std::initializer_list<T> data) {}

wgpu::ImageCopyBuffer CreateImageCopyBuffer(wgpu::Buffer buffer,
                                            uint64_t offset = 0,
                                            uint32_t bytesPerRow = wgpu::kCopyStrideUndefined,
                                            uint32_t rowsPerImage = wgpu::kCopyStrideUndefined);
wgpu::ImageCopyTexture CreateImageCopyTexture(
    wgpu::Texture texture,
    uint32_t level = 0,
    wgpu::Origin3D origin = {};
wgpu::TextureDataLayout CreateTextureDataLayout(uint64_t offset,
                                                uint32_t bytesPerRow,
                                                uint32_t rowsPerImage = wgpu::kCopyStrideUndefined);

struct ComboRenderPassDescriptor : public wgpu::RenderPassDescriptor {};

struct BasicRenderPass {};
BasicRenderPass CreateBasicRenderPass(
    const wgpu::Device& device,
    uint32_t width,
    uint32_t height,
    wgpu::TextureFormat format = BasicRenderPass::kDefaultColorFormat);

wgpu::PipelineLayout MakeBasicPipelineLayout(const wgpu::Device& device,
                                             const wgpu::BindGroupLayout* bindGroupLayout);

wgpu::PipelineLayout MakePipelineLayout(const wgpu::Device& device,
                                        std::vector<wgpu::BindGroupLayout> bgls);

#ifndef __EMSCRIPTEN__
extern wgpu::ExternalTextureBindingLayout kExternalTextureBindingLayout;
#endif  // __EMSCRIPTEN__

// Helpers to make creating bind group layouts look nicer:
//
//   dawn::utils::MakeBindGroupLayout(device, {
//       {0, wgpu::ShaderStage::Vertex, wgpu::BufferBindingType::Uniform},
//       {1, wgpu::ShaderStage::Fragment, wgpu::SamplerBindingType::Filtering},
//       {3, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Float}
//   });

struct BindingLayoutEntryInitializationHelper : wgpu::BindGroupLayoutEntry {};

wgpu::BindGroupLayout MakeBindGroupLayout(
    const wgpu::Device& device,
    std::initializer_list<BindingLayoutEntryInitializationHelper> entriesInitializer);

// Helpers to make creating bind groups look nicer:
//
//   dawn::utils::MakeBindGroup(device, layout, {
//       {0, mySampler},
//       {1, myBuffer, offset, size},
//       {3, myTextureView}
//   });

// Structure with one constructor per-type of bindings, so that the initializer_list accepts
// bindings with the right type and no extra information.
struct BindingInitializationHelper {};

wgpu::BindGroup MakeBindGroup(
    const wgpu::Device& device,
    const wgpu::BindGroupLayout& layout,
    std::initializer_list<BindingInitializationHelper> entriesInitializer);

struct ColorSpaceConversionInfo {};
ColorSpaceConversionInfo GetYUVBT709ToRGBSRGBColorSpaceConversionInfo();
ColorSpaceConversionInfo GetNoopRGBColorSpaceConversionInfo();

bool BackendRequiresCompat(wgpu::BackendType backend);

}  // namespace dawn::utils

#endif  // SRC_DAWN_UTILS_WGPUHELPERS_H_