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// Copyright 2021 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef SRC_DAWN_NATIVE_WEBGPU_ABSL_FORMAT_H_
#define SRC_DAWN_NATIVE_WEBGPU_ABSL_FORMAT_H_
#include "absl/strings/str_format.h"
#include "dawn/native/dawn_platform.h"
#include "dawn/native/webgpu_absl_format_autogen.h"
namespace dawn::native {
//
// Structs
//
struct Color;
absl::FormatConvertResult<absl::FormatConversionCharSet::kString> AbslFormatConvert(
const Color* value,
const absl::FormatConversionSpec& spec,
absl::FormatSink* s);
struct Extent3D;
absl::FormatConvertResult<absl::FormatConversionCharSet::kString> AbslFormatConvert(
const Extent3D* value,
const absl::FormatConversionSpec& spec,
absl::FormatSink* s);
struct Origin3D;
absl::FormatConvertResult<absl::FormatConversionCharSet::kString> AbslFormatConvert(
const Origin3D* value,
const absl::FormatConversionSpec& spec,
absl::FormatSink* s);
struct BindingInfo;
absl::FormatConvertResult<absl::FormatConversionCharSet::kString> AbslFormatConvert(
const BindingInfo& value,
const absl::FormatConversionSpec& spec,
absl::FormatSink* s);
//
// Objects
//
class DeviceBase;
absl::FormatConvertResult<absl::FormatConversionCharSet::kString> AbslFormatConvert(
const DeviceBase* value,
const absl::FormatConversionSpec& spec,
absl::FormatSink* s);
class ApiObjectBase;
absl::FormatConvertResult<absl::FormatConversionCharSet::kString> AbslFormatConvert(
const ApiObjectBase* value,
const absl::FormatConversionSpec& spec,
absl::FormatSink* s);
// Special case for TextureViews, since frequently the texture will be the
// thing that's labeled.
class TextureViewBase;
absl::FormatConvertResult<absl::FormatConversionCharSet::kString> AbslFormatConvert(
const TextureViewBase* value,
const absl::FormatConversionSpec& spec,
absl::FormatSink* s);
class AttachmentState;
absl::FormatConvertResult<absl::FormatConversionCharSet::kString> AbslFormatConvert(
const AttachmentState* value,
const absl::FormatConversionSpec& spec,
absl::FormatSink* s);
//
// Enums
//
enum class Aspect : uint8_t;
absl::FormatConvertResult<absl::FormatConversionCharSet::kString>
AbslFormatConvert(Aspect value, const absl::FormatConversionSpec& spec, absl::FormatSink* s);
enum class BindingInfoType;
absl::FormatConvertResult<absl::FormatConversionCharSet::kString> AbslFormatConvert(
BindingInfoType value,
const absl::FormatConversionSpec& spec,
absl::FormatSink* s);
enum class SampleTypeBit : uint8_t;
absl::FormatConvertResult<absl::FormatConversionCharSet::kString> AbslFormatConvert(
SampleTypeBit value,
const absl::FormatConversionSpec& spec,
absl::FormatSink* s);
enum class SingleShaderStage;
absl::FormatConvertResult<absl::FormatConversionCharSet::kString> AbslFormatConvert(
SingleShaderStage value,
const absl::FormatConversionSpec& spec,
absl::FormatSink* s);
enum class VertexFormatBaseType;
absl::FormatConvertResult<absl::FormatConversionCharSet::kString> AbslFormatConvert(
VertexFormatBaseType value,
const absl::FormatConversionSpec& spec,
absl::FormatSink* s);
enum class InterStageComponentType;
absl::FormatConvertResult<absl::FormatConversionCharSet::kString> AbslFormatConvert(
InterStageComponentType value,
const absl::FormatConversionSpec& spec,
absl::FormatSink* s);
enum class InterpolationType;
absl::FormatConvertResult<absl::FormatConversionCharSet::kString> AbslFormatConvert(
InterpolationType value,
const absl::FormatConversionSpec& spec,
absl::FormatSink* s);
enum class InterpolationSampling;
absl::FormatConvertResult<absl::FormatConversionCharSet::kString> AbslFormatConvert(
InterpolationSampling value,
const absl::FormatConversionSpec& spec,
absl::FormatSink* s);
} // namespace dawn::native
#endif // SRC_DAWN_NATIVE_WEBGPU_ABSL_FORMAT_H_