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// 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
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// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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#ifndef SRC_DAWN_NATIVE_D3D11_UTILSD3D11_H_
#define SRC_DAWN_NATIVE_D3D11_UTILSD3D11_H_
#include <string>
#include "dawn/native/d3d/UtilsD3D.h"
#include "dawn/native/d3d/d3d_platform.h"
#include "dawn/native/dawn_platform.h"
namespace dawn::native::d3d11 {
class Device;
D3D11_COMPARISON_FUNC ToD3D11ComparisonFunc(wgpu::CompareFunction func);
void SetDebugName(Device* device, ID3D11DeviceChild* object, const char* prefix, std::string label);
bool IsDebugLayerEnabled(const ComPtr<ID3D11Device>& d3d11Device);
} // namespace dawn::native::d3d11
#endif // SRC_DAWN_NATIVE_D3D11_UTILSD3D11_H_