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// Copyright 2023 The Dawn & Tint Authors
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#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> {
public:
/// Constructor
TextureBuiltinsFromUniform();
/// Destructor
~TextureBuiltinsFromUniform() override;
/// Configuration options for the TextureBuiltinsFromUniform transform.
struct Config final : public Castable<Config, ast::transform::Data> {
/// Constructor
/// @param ubo_bp the binding point to use for the generated uniform buffer.
/// @param ordering the ordered list of binding points to appear in the UBO
Config(BindingPoint ubo_bp, const std::vector<BindingPoint>& ordering);
/// Copy constructor
Config(const Config&);
/// Copy assignment
/// @return this Config
Config& operator=(const Config&);
/// Destructor
~Config() override;
/// The binding point to use for the generated uniform buffer.
BindingPoint ubo_binding;
/// The set of binding points which will be in the extra UBO buffer. The binding points are
/// provided in the order that the data will be in the UBO buffer.
///
/// Note, a given `BindingPoint` _must_ only appear once in the ordering list. This works
/// because the two types of calls we're substituting `textureNumLevels` and
/// `textureNumSamples` work on a disjoint set of texture types.
std::vector<BindingPoint> ubo_bindingpoint_ordering;
};
/// @copydoc ast::transform::Transform::Apply
ApplyResult Apply(const Program& program,
const ast::transform::DataMap& inputs,
ast::transform::DataMap& outputs) const override;
private:
struct State;
};
} // namespace tint::glsl::writer
#endif // SRC_TINT_LANG_GLSL_WRITER_AST_RAISE_TEXTURE_BUILTINS_FROM_UNIFORM_H_