#ifndef GPU_COMMAND_BUFFER_SERVICE_SHARED_IMAGE_D3D_IMAGE_UTILS_H_
#define GPU_COMMAND_BUFFER_SERVICE_SHARED_IMAGE_D3D_IMAGE_UTILS_H_
#include <windows.h>
#include <d3d11.h>
#include <d3d12.h>
#include <wrl/client.h>
#include <variant>
#include <webgpu/webgpu_cpp.h>
#include "base/containers/span.h"
#include "third_party/skia/include/core/SkColor.h"
#include "ui/gfx/win/d3d_shared_fence.h"
#include "ui/gl/buildflags.h"
namespace gpu {
bool ClearD3D11TextureToColor(
const Microsoft::WRL::ComPtr<ID3D11Texture2D>& d3d11_texture,
const SkColor4f& color);
wgpu::Texture CreateDawnSharedTexture(
const wgpu::SharedTextureMemory& shared_texture_memory,
wgpu::TextureUsage usage,
wgpu::TextureUsage internal_usage,
base::span<const wgpu::TextureFormat> view_formats);
wgpu::SharedTextureMemory CreateDawnSharedTextureMemory(
const wgpu::Device& device,
bool use_keyed_mutex,
HANDLE handle);
wgpu::SharedTextureMemory CreateDawnSharedTextureMemory(
const wgpu::Device& device,
Microsoft::WRL::ComPtr<ID3D11Texture2D> texture);
wgpu::Buffer CreateDawnSharedBuffer(
const wgpu::SharedBufferMemory& shared_buffer_memory,
wgpu::BufferUsage usage);
wgpu::SharedBufferMemory CreateDawnSharedBufferMemory(
const wgpu::Device& device,
Microsoft::WRL::ComPtr<ID3D12Resource> resource);
wgpu::SharedFence CreateDawnSharedFence(
const wgpu::Device& device,
scoped_refptr<gfx::D3DSharedFence> fence);
std::string D3D11TextureDescToString(const D3D11_TEXTURE2D_DESC& desc);
}
#endif