| // Copyright 2022 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_TRANSFORM_TEXTURE_1D_TO_2D_H_ | 
 | #define SRC_TINT_TRANSFORM_TEXTURE_1D_TO_2D_H_ | 
 |  | 
 | #include "src/tint/transform/transform.h" | 
 |  | 
 | namespace tint::transform { | 
 |  | 
 | /// This transform converts all 1D texture types and accesses to 2D. | 
 | /// This is required for GLSL ES, which does not support 1D textures. | 
 | class Texture1DTo2D final : public Castable<Texture1DTo2D, Transform> { | 
 |   public: | 
 |     /// Constructor | 
 |     Texture1DTo2D(); | 
 |  | 
 |     /// Destructor | 
 |     ~Texture1DTo2D() override; | 
 |  | 
 |     /// @copydoc Transform::Apply | 
 |     ApplyResult Apply(const Program* program, | 
 |                       const DataMap& inputs, | 
 |                       DataMap& outputs) const override; | 
 |  | 
 |   private: | 
 |     struct State; | 
 | }; | 
 |  | 
 | }  // namespace tint::transform | 
 |  | 
 | #endif  // SRC_TINT_TRANSFORM_TEXTURE_1D_TO_2D_H_ |