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// Copyright 2020 The Dawn 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 DAWNNATIVE_BINDINGINFO_H_
#define DAWNNATIVE_BINDINGINFO_H_
#include "dawn_native/Format.h"
#include "dawn_native/dawn_platform.h"
#include <cstdint>
namespace dawn_native {
// TODO(enga): Can we have strongly typed integers so you can't convert between them
// by accident? And also range-assertions (ex. kMaxBindingsPerGroup) in Debug?
// Binding numbers in the shader and BindGroup/BindGroupLayoutDescriptors
using BindingNumber = uint32_t;
// Binding numbers get mapped to a packed range of indices
using BindingIndex = uint32_t;
struct BindingInfo {
wgpu::ShaderStage visibility;
wgpu::BindingType type;
Format::Type textureComponentType = Format::Type::Float;
wgpu::TextureViewDimension viewDimension = wgpu::TextureViewDimension::Undefined;
wgpu::TextureFormat storageTextureFormat = wgpu::TextureFormat::Undefined;
bool hasDynamicOffset = false;
bool multisampled = false;
};
} // namespace dawn_native
#endif // DAWNNATIVE_BINDINGINFO_H_