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// 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 <vector>
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<uint32_t> compileGLSLtoSPIRV(const char *glslSource, EShLanguage glslLanguage);
} // namespace Util
#endif // BENCHMARKS_UTIL_HPP_