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// Copyright 2020 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_AST_DEPTH_TEXTURE_H_
#define SRC_TINT_AST_DEPTH_TEXTURE_H_
#include <string>
#include "src/tint/ast/texture.h"
namespace tint::ast {
/// A depth texture type.
class DepthTexture final : public Castable<DepthTexture, Texture> {
public:
/// Constructor
/// @param pid the identifier of the program that owns this node
/// @param src the source of this node
/// @param dim the dimensionality of the texture
DepthTexture(ProgramID pid, const Source& src, TextureDimension dim);
/// Move constructor
DepthTexture(DepthTexture&&);
~DepthTexture() override;
/// @param symbols the program's symbol table
/// @returns the name for this type that closely resembles how it would be
/// declared in WGSL.
std::string FriendlyName(const SymbolTable& symbols) const override;
/// Clones this type and all transitive types using the `CloneContext` `ctx`.
/// @param ctx the clone context
/// @return the newly cloned type
const DepthTexture* Clone(CloneContext* ctx) const override;
};
} // namespace tint::ast
#endif // SRC_TINT_AST_DEPTH_TEXTURE_H_