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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_LANG_GLSL_WRITER_AST_RAISE_TEXTURE_1D_TO_2D_H_
#define SRC_TINT_LANG_GLSL_WRITER_AST_RAISE_TEXTURE_1D_TO_2D_H_
#include "src/tint/lang/wgsl/ast/transform/transform.h"
namespace tint::glsl::writer {
/// This transform converts all 1D texture types and accesses to 2D.
/// This is required for GLSL ES, which does not support 1D textures.
class Texture1DTo2D final : public Castable<Texture1DTo2D, ast::transform::Transform> {
public:
/// Constructor
Texture1DTo2D();
/// Destructor
~Texture1DTo2D() override;
/// @copydoc ast::transform::Transform::Apply
ApplyResult Apply(const Program* program,
const ast::transform::DataMap& inputs,
ast::transform::DataMap& outputs) const override;
private:
struct State;
};
} // namespace tint::glsl::writer
#endif // SRC_TINT_LANG_GLSL_WRITER_AST_RAISE_TEXTURE_1D_TO_2D_H_