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// Copyright 2023 The Tint Authors.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef SRC_TINT_LANG_GLSL_WRITER_OUTPUT_H_
#define SRC_TINT_LANG_GLSL_WRITER_OUTPUT_H_
#include <string>
#include <utility>
#include <vector>
#include "src/tint/api/options/texture_builtins_from_uniform.h"
#include "src/tint/lang/wgsl/ast/pipeline_stage.h"
namespace tint::glsl::writer {
/// The output produced when generating GLSL.
struct Output {
/// Constructor
Output();
/// Destructor
~Output();
/// Copy constructor
Output(const Output&);
/// The generated GLSL.
std::string glsl = "";
/// The list of entry points in the generated GLSL.
std::vector<std::pair<std::string, ast::PipelineStage>> entry_points;
/// True if the shader needs a UBO.
bool needs_internal_uniform_buffer = false;
/// Store a map of global texture variable binding points to the byte offset and data type to
/// push into the internal uniform buffer.
TextureBuiltinsFromUniformOptions::BindingPointToFieldAndOffset bindpoint_to_data;
};
} // namespace tint::glsl::writer
#endif // SRC_TINT_LANG_GLSL_WRITER_OUTPUT_H_