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// 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_TYPE_SAMPLED_TEXTURE_H_
#define SRC_TINT_TYPE_SAMPLED_TEXTURE_H_
#include <string>
#include "src/tint/type/texture.h"
namespace tint::type {
/// A sampled texture type.
class SampledTexture final : public Castable<SampledTexture, Texture> {
public:
/// Constructor
/// @param dim the dimensionality of the texture
/// @param type the data type of the sampled texture
SampledTexture(ast::TextureDimension dim, const Type* type);
/// Destructor
~SampledTexture() override;
/// @param other the other node to compare against
/// @returns true if the this type is equal to @p other
bool Equals(const UniqueNode& other) const override;
/// @returns the subtype of the sampled texture
Type* type() const { return const_cast<Type*>(type_); }
/// @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;
private:
const Type* const type_;
};
} // namespace tint::type
#endif // SRC_TINT_TYPE_SAMPLED_TEXTURE_H_