// Copyright 2021 The SwiftShader Authors. All Rights Reserved. // // 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 BENCHMARKS_UTIL_HPP_ #define BENCHMARKS_UTIL_HPP_ #include "VulkanHeaders.hpp" #include "glslang/Public/ShaderLang.h" #include namespace Util { uint32_t getMemoryTypeIndex(vk::PhysicalDevice physicalDevice, uint32_t typeBits, vk::MemoryPropertyFlags properties = {}); vk::CommandBuffer beginSingleTimeCommands(vk::Device device, vk::CommandPool commandPool); void endSingleTimeCommands(vk::Device device, vk::CommandPool commandPool, vk::Queue queue, vk::CommandBuffer commandBuffer); void transitionImageLayout(vk::Device device, vk::CommandPool commandPool, vk::Queue queue, vk::Image image, vk::Format format, vk::ImageLayout oldLayout, vk::ImageLayout newLayout); void copyBufferToImage(vk::Device device, vk::CommandPool commandPool, vk::Queue queue, vk::Buffer buffer, vk::Image image, uint32_t width, uint32_t height); std::vector compileGLSLtoSPIRV(const char *glslSource, EShLanguage glslLanguage); } // namespace Util #endif // BENCHMARKS_UTIL_HPP_