| // Copyright 2023 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 | |
| // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | |
| // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER 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. | |
| #ifndef SRC_DAWN_NATIVE_D3D_UTILSD3D_H_ | |
| #define SRC_DAWN_NATIVE_D3D_UTILSD3D_H_ | |
| #include <string> | |
| #include "src/dawn/native/Error.h" | |
| #include "src/dawn/native/d3d/d3d_platform.h" | |
| namespace dawn::native::d3d { | |
| ResultOrError<std::wstring> ConvertStringToWstring(std::string_view s); | |
| bool IsTypeless(DXGI_FORMAT format); | |
| bool IsDepthStencil(DXGI_FORMAT format); | |
| DXGI_FORMAT DXGITypelessTextureFormat(const DeviceBase* device, wgpu::TextureFormat format); | |
| DXGI_FORMAT DXGITextureFormat(const DeviceBase* device, wgpu::TextureFormat format); | |
| ResultOrError<wgpu::TextureFormat> FromUncompressedColorDXGITextureFormat(DXGI_FORMAT format); | |
| DXGI_FORMAT DXGIVertexFormat(wgpu::VertexFormat format); | |
| // Returns the DXGI format to use as the SRV format for a texture view. Returns | |
| // DXGI_FORMAT_UNKNOWN if a single aspect is not selected. | |
| DXGI_FORMAT D3DShaderResourceViewFormat(const DeviceBase* device, | |
| const Format& textureFormat, | |
| const Format& viewFormat, | |
| Aspect aspects); | |
| } // namespace dawn::native::d3d | |
| #endif // SRC_DAWN_NATIVE_D3D_UTILSD3D_H_ |