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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.
#include "src/ast/type/depth_texture_type.h"
#include <cassert>
#include <sstream>
namespace tint {
namespace ast {
namespace type {
namespace {
#ifndef NDEBUG
bool IsValidDepthDimension(TextureDimension dim) {
return dim == TextureDimension::k2d || dim == TextureDimension::k2dArray ||
dim == TextureDimension::kCube || dim == TextureDimension::kCubeArray;
}
#endif // NDEBUG
} // namespace
DepthTextureType::DepthTextureType(TextureDimension dim) : TextureType(dim) {
assert(IsValidDepthDimension(dim));
}
DepthTextureType::DepthTextureType(DepthTextureType&&) = default;
DepthTextureType::~DepthTextureType() = default;
bool DepthTextureType::IsDepth() const {
return true;
}
std::string DepthTextureType::type_name() const {
std::ostringstream out;
out << "__depth_texture_" << dim();
return out.str();
}
} // namespace type
} // namespace ast
} // namespace tint