/*
 * Copyright 2025 Google LLC
 *
 * Use of this source code is governed by a BSD-style license that can be
 * found in the LICENSE file.
 */

#ifndef skgpu_graphite_vk_precompile_PrecompileShader_DEFINED
#define skgpu_graphite_vk_precompile_PrecompileShader_DEFINED

#include "include/gpu/graphite/precompile/PrecompileShader.h"

namespace skgpu {
    struct VulkanYcbcrConversionInfo;
}

namespace skgpu::graphite {

namespace PrecompileShaders {

/**
    In the main Skia API YCbCr Images are usually created by wrapping a BackendTexture.
    Such backend textures are, in turn, created by a backend-specific entry point like:
       BackendTextures::MakeVulkan(SkISize, const VulkanTextureInfo&, ...)
    where the VulkanTextureInfo contains additional YCbCr information. This API cuts right to
    providing the backend-specific YCbCr information (i.e., the VulkanYcbcrConversionInfo).

    @return A precompile shader for a specific type of YCbCr image
*/
SK_API sk_sp<PrecompileShader> VulkanYCbCrImage(const skgpu::VulkanYcbcrConversionInfo& YCbCrInfo,
                                                ImageShaderFlags = ImageShaderFlags::kAll,
                                                SkSpan<const SkColorInfo> = {},
                                                SkSpan<const SkTileMode> = { kAllTileModes });

} // namespace PrecompileShaders

} // namespace skgpu::graphite

#endif // skgpu_graphite_vk_precompile_PrecompileShader_DEFINED
