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// 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
// 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_UTILS_WGPUHELPERS_H_
#define SRC_DAWN_UTILS_WGPUHELPERS_H_
#include <array>
#include <initializer_list>
#include <vector>
#include "dawn/common/Constants.h"
#include "dawn/utils/TextureUtils.h"
#include "dawn/webgpu_cpp.h"
namespace dawn::utils {
enum Expectation { Success, Failure };
#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::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) {
return CreateBufferFromData(device, data.begin(), uint32_t(sizeof(T) * data.size()), usage);
}
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 = {0, 0, 0},
wgpu::TextureAspect aspect = wgpu::TextureAspect::All);
wgpu::TextureDataLayout CreateTextureDataLayout(uint64_t offset,
uint32_t bytesPerRow,
uint32_t rowsPerImage = wgpu::kCopyStrideUndefined);
struct ComboRenderPassDescriptor : public wgpu::RenderPassDescriptor {
public:
ComboRenderPassDescriptor(const std::vector<wgpu::TextureView>& colorAttachmentInfo = {},
wgpu::TextureView depthStencil = wgpu::TextureView());
~ComboRenderPassDescriptor();
ComboRenderPassDescriptor(const ComboRenderPassDescriptor& otherRenderPass);
const ComboRenderPassDescriptor& operator=(const ComboRenderPassDescriptor& otherRenderPass);
void UnsetDepthStencilLoadStoreOpsForFormat(wgpu::TextureFormat format);
std::array<wgpu::RenderPassColorAttachment, kMaxColorAttachments> cColorAttachments;
wgpu::RenderPassDepthStencilAttachment cDepthStencilAttachmentInfo = {};
};
struct BasicRenderPass {
public:
BasicRenderPass();
BasicRenderPass(uint32_t width,
uint32_t height,
wgpu::Texture color,
wgpu::TextureFormat texture = kDefaultColorFormat);
static constexpr wgpu::TextureFormat kDefaultColorFormat = wgpu::TextureFormat::RGBA8Unorm;
uint32_t width;
uint32_t height;
wgpu::Texture color;
wgpu::TextureFormat colorFormat;
ComboRenderPassDescriptor renderPassInfo;
};
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);
extern wgpu::ExternalTextureBindingLayout kExternalTextureBindingLayout;
// 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 {
BindingLayoutEntryInitializationHelper(uint32_t entryBinding,
wgpu::ShaderStage entryVisibility,
wgpu::BufferBindingType bufferType,
bool bufferHasDynamicOffset = false,
uint64_t bufferMinBindingSize = 0);
BindingLayoutEntryInitializationHelper(uint32_t entryBinding,
wgpu::ShaderStage entryVisibility,
wgpu::SamplerBindingType samplerType);
BindingLayoutEntryInitializationHelper(
uint32_t entryBinding,
wgpu::ShaderStage entryVisibility,
wgpu::TextureSampleType textureSampleType,
wgpu::TextureViewDimension viewDimension = wgpu::TextureViewDimension::e2D,
bool textureMultisampled = false);
BindingLayoutEntryInitializationHelper(
uint32_t entryBinding,
wgpu::ShaderStage entryVisibility,
wgpu::StorageTextureAccess storageTextureAccess,
wgpu::TextureFormat format,
wgpu::TextureViewDimension viewDimension = wgpu::TextureViewDimension::e2D);
BindingLayoutEntryInitializationHelper(uint32_t entryBinding,
wgpu::ShaderStage entryVisibility,
wgpu::ExternalTextureBindingLayout* bindingLayout);
// NOLINTNEXTLINE(runtime/explicit)
BindingLayoutEntryInitializationHelper(const wgpu::BindGroupLayoutEntry& entry);
};
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 {
BindingInitializationHelper(uint32_t binding, const wgpu::Sampler& sampler);
BindingInitializationHelper(uint32_t binding, const wgpu::TextureView& textureView);
BindingInitializationHelper(uint32_t binding, const wgpu::ExternalTexture& externalTexture);
BindingInitializationHelper(uint32_t binding,
const wgpu::Buffer& buffer,
uint64_t offset = 0,
uint64_t size = wgpu::kWholeSize);
BindingInitializationHelper(const BindingInitializationHelper&);
~BindingInitializationHelper();
wgpu::BindGroupEntry GetAsBinding() const;
uint32_t binding;
wgpu::Sampler sampler;
wgpu::TextureView textureView;
wgpu::Buffer buffer;
wgpu::ExternalTextureBindingEntry externalTextureBindingEntry;
uint64_t offset = 0;
uint64_t size = 0;
};
wgpu::BindGroup MakeBindGroup(
const wgpu::Device& device,
const wgpu::BindGroupLayout& layout,
std::initializer_list<BindingInitializationHelper> entriesInitializer);
struct ColorSpaceConversionInfo {
std::array<float, 12> yuvToRgbConversionMatrix;
std::array<float, 9> gamutConversionMatrix;
std::array<float, 7> srcTransferFunctionParameters;
std::array<float, 7> dstTransferFunctionParameters;
};
ColorSpaceConversionInfo GetYUVBT709ToRGBSRGBColorSpaceConversionInfo();
} // namespace dawn::utils
#endif // SRC_DAWN_UTILS_WGPUHELPERS_H_