dawn-cmake/generator/templates/dawn_native/webgpu_absl_format.h

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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 WEBGPU_ABSL_FORMAT_H_
#define WEBGPU_ABSL_FORMAT_H_
#include "dawn_native/dawn_platform.h"
#include "absl/strings/str_format.h"
namespace dawn_native {
// TODO(dawn:563):
// - Split the file between autogenerated parts and manually written parts.
// - Forward declare common Dawn enums and have AbslFormatConvert for them.
// - Support AbslFormatConvert for Dawn's typed integers.
//
// Structs (Manually written)
//
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);
//
// 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);
//
// Descriptors
//
// Only includes structures that have a 'label' member.
{% for type in by_category["structure"] %}
{% for member in type.members %}
{% if member.name.canonical_case() == "label" %}
absl::FormatConvertResult<absl::FormatConversionCharSet::kString>
AbslFormatConvert(const {{as_cppType(type.name)}}* value,
const absl::FormatConversionSpec& spec,
absl::FormatSink* s);
{% endif %}
{% endfor %}
{% endfor %}
}
namespace wgpu {
//
// Enums
//
{% for type in by_category["enum"] %}
absl::FormatConvertResult<absl::FormatConversionCharSet::kString>
AbslFormatConvert({{as_cppType(type.name)}} value,
const absl::FormatConversionSpec& spec,
absl::FormatSink* s);
{% endfor %}
//
// Bitmasks
//
{% for type in by_category["bitmask"] %}
absl::FormatConvertResult<absl::FormatConversionCharSet::kString>
AbslFormatConvert({{as_cppType(type.name)}} value,
const absl::FormatConversionSpec& spec,
absl::FormatSink* s);
{% endfor %}
} // namespace dawn_native
#endif // WEBGPU_ABSL_FORMAT_H_