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// 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
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// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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#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 = "";
/// 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_