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// Copyright 2024 The Dawn & Tint Authors
//
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// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
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#ifndef SRC_TINT_LANG_HLSL_WRITER_RAISE_SHADER_IO_H_
#define SRC_TINT_LANG_HLSL_WRITER_RAISE_SHADER_IO_H_
#include <optional>
#include "src/tint/api/common/binding_point.h"
#include "src/tint/utils/result/result.h"
// Forward declarations.
namespace tint::core::ir {
class Module;
}
namespace tint::hlsl::writer::raise {
struct ShaderIOConfig {
/// The binding point to use for the num_workgroups generated uniform buffer. If it contains
/// no value, a free binding point will be used. Specifically, binding 0 of the largest used
/// group plus 1 is used if at least one resource is bound, otherwise group 0 binding 0 is used.
std::optional<BindingPoint> num_workgroups_binding;
/// If one doesn't exist, adds a @position member to the input struct as the last member.
/// This is used for PixelLocal, for which Dawn requires such a member in the final HLSL shader.
bool add_input_position_member = false;
};
/// ShaderIO is a transform that prepares entry point inputs and outputs for HLSL codegen.
/// For HLSL, all entry point input parameters are moved to a struct and passed in as a single
/// entry point parameter, and all outputs are wrapped in a struct and returned by the entry point.
/// @param module the module to transform
/// @returns success or failure
Result<SuccessType> ShaderIO(core::ir::Module& module, const ShaderIOConfig& config);
} // namespace tint::hlsl::writer::raise
#endif // SRC_TINT_LANG_HLSL_WRITER_RAISE_SHADER_IO_H_