// 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. #include "src/tint/lang/glsl/writer/ast_raise/texture_builtins_from_uniform.h" #include <string> #include <utility> #include <variant> #include <vector> #include "src/tint/lang/wgsl/program/clone_context.h" #include "src/tint/lang/wgsl/program/program_builder.h" #include "src/tint/lang/wgsl/resolver/resolve.h" #include "src/tint/lang/wgsl/sem/call.h" #include "src/tint/lang/wgsl/sem/function.h" #include "src/tint/lang/wgsl/sem/module.h" #include "src/tint/lang/wgsl/sem/statement.h" #include "src/tint/lang/wgsl/sem/variable.h" #include "src/tint/utils/containers/hashmap.h" #include "src/tint/utils/containers/vector.h" #include "src/tint/utils/rtti/switch.h" TINT_INSTANTIATE_TYPEINFO(…); TINT_INSTANTIATE_TYPEINFO(…); namespace tint::glsl::writer { namespace { /// The member name of the texture builtin values. constexpr std::string_view kTextureBuiltinValuesMemberNamePrefix = …; } // namespace TextureBuiltinsFromUniform::TextureBuiltinsFromUniform() = default; TextureBuiltinsFromUniform::~TextureBuiltinsFromUniform() = default; /// PIMPL state for the transform struct TextureBuiltinsFromUniform::State { … }; ast::transform::Transform::ApplyResult TextureBuiltinsFromUniform::Apply( const Program& src, const ast::transform::DataMap& inputs, ast::transform::DataMap&) const { … } TextureBuiltinsFromUniform::Config::Config(BindingPoint ubo_bp, const std::vector<BindingPoint>& ordering) : … { … } TextureBuiltinsFromUniform::Config::Config(const Config&) = default; TextureBuiltinsFromUniform::Config& TextureBuiltinsFromUniform::Config::operator=(const Config&) = default; TextureBuiltinsFromUniform::Config::~Config() = default; } // namespace tint::glsl::writer