// Copyright 2023 The Dawn & Tint Authors // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are met: // // 1. Redistributions of source code must retain the above copyright notice, this // list of conditions and the following disclaimer. // // 2. Redistributions in binary form must reproduce the above copyright notice, // this list of conditions and the following disclaimer in the documentation // and/or other materials provided with the distribution. // // 3. Neither the name of the copyright holder nor the names of its // contributors may be used to endorse or promote products derived from // this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #ifndef SRC_TINT_LANG_GLSL_WRITER_AST_RAISE_TEXTURE_BUILTINS_FROM_UNIFORM_H_ #define SRC_TINT_LANG_GLSL_WRITER_AST_RAISE_TEXTURE_BUILTINS_FROM_UNIFORM_H_ #include <vector> #include "src/tint/api/common/binding_point.h" #include "src/tint/lang/wgsl/ast/transform/transform.h" // Forward declarations namespace tint { class CloneContext; } // namespace tint namespace tint::glsl::writer { /// TextureBuiltinsFromUniform is a transform that implements calls to textureNumLevels() and /// textureNumSamples() by retrieving the texture information from a uniform buffer, as those /// builtin functions are not available in some version of GLSL. /// /// The generated uniform buffer will have the form: /// /// ``` /// struct internal_uniform { /// texture_builtin_value_0 : u32, /// }; /// /// @group(0) @binding(0) var tex : texture_2d<f32>; /// ``` /// /// The binding group and number used for this uniform buffer are provided via /// the `Config` transform input. /// /// The transform coverts the texture builtins calls into values lookup from the internal buffer. If /// the texture is a function parameter instead of a global variable, this transform also takes care /// of adding extra parameters and arguments to these functions and their call-sites. /// /// This transform must run before `CombineSamplers` transform so that the binding point of the /// original texture object can be preserved. /// class TextureBuiltinsFromUniform final : public Castable<TextureBuiltinsFromUniform, ast::transform::Transform> { … }; } // namespace tint::glsl::writer #endif // SRC_TINT_LANG_GLSL_WRITER_AST_RAISE_TEXTURE_BUILTINS_FROM_UNIFORM_H_