119 lines
3.9 KiB
C++
119 lines
3.9 KiB
C++
//* Copyright 2021 The Dawn Authors
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//*
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//* Licensed under the Apache License, Version 2.0 (the "License");
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//* you may not use this file except in compliance with the License.
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//* You may obtain a copy of the License at
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//*
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//* http://www.apache.org/licenses/LICENSE-2.0
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//*
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//* Unless required by applicable law or agreed to in writing, software
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//* distributed under the License is distributed on an "AS IS" BASIS,
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//* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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//* See the License for the specific language governing permissions and
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//* limitations under the License.
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#ifndef WEBGPU_ABSL_FORMAT_H_
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#define WEBGPU_ABSL_FORMAT_H_
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#include "dawn_native/dawn_platform.h"
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#include "absl/strings/str_format.h"
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namespace dawn_native {
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// TODO(dawn:563):
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// - Split the file between autogenerated parts and manually written parts.
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// - Forward declare common Dawn enums and have AbslFormatConvert for them.
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// - Support AbslFormatConvert for Dawn's typed integers.
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//
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// Structs (Manually written)
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//
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struct Color;
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absl::FormatConvertResult<absl::FormatConversionCharSet::kString>
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AbslFormatConvert(const Color* value,
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const absl::FormatConversionSpec& spec,
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absl::FormatSink* s);
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struct Extent3D;
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absl::FormatConvertResult<absl::FormatConversionCharSet::kString>
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AbslFormatConvert(const Extent3D* value,
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const absl::FormatConversionSpec& spec,
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absl::FormatSink* s);
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struct Origin3D;
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absl::FormatConvertResult<absl::FormatConversionCharSet::kString>
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AbslFormatConvert(const Origin3D* value,
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const absl::FormatConversionSpec& spec,
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absl::FormatSink* s);
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//
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// Objects
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//
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class DeviceBase;
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absl::FormatConvertResult<absl::FormatConversionCharSet::kString>
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AbslFormatConvert(const DeviceBase* value,
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const absl::FormatConversionSpec& spec,
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absl::FormatSink* s);
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class ApiObjectBase;
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absl::FormatConvertResult<absl::FormatConversionCharSet::kString>
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AbslFormatConvert(const ApiObjectBase* value,
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const absl::FormatConversionSpec& spec,
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absl::FormatSink* s);
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// Special case for TextureViews, since frequently the texture will be the
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// thing that's labeled.
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class TextureViewBase;
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absl::FormatConvertResult<absl::FormatConversionCharSet::kString>
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AbslFormatConvert(const TextureViewBase* value,
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const absl::FormatConversionSpec& spec,
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absl::FormatSink* s);
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//
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// Descriptors
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//
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// Only includes structures that have a 'label' member.
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{% for type in by_category["structure"] %}
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{% for member in type.members %}
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{% if member.name.canonical_case() == "label" %}
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absl::FormatConvertResult<absl::FormatConversionCharSet::kString>
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AbslFormatConvert(const {{as_cppType(type.name)}}* value,
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const absl::FormatConversionSpec& spec,
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absl::FormatSink* s);
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{% endif %}
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{% endfor %}
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{% endfor %}
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}
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namespace wgpu {
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//
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// Enums
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//
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{% for type in by_category["enum"] %}
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absl::FormatConvertResult<absl::FormatConversionCharSet::kString>
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AbslFormatConvert({{as_cppType(type.name)}} value,
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const absl::FormatConversionSpec& spec,
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absl::FormatSink* s);
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{% endfor %}
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//
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// Bitmasks
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//
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{% for type in by_category["bitmask"] %}
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absl::FormatConvertResult<absl::FormatConversionCharSet::kString>
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AbslFormatConvert({{as_cppType(type.name)}} value,
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const absl::FormatConversionSpec& spec,
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absl::FormatSink* s);
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{% endfor %}
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} // namespace dawn_native
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#endif // WEBGPU_ABSL_FORMAT_H_
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