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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/depth_texture.h"
#include "src/program_builder.h"
TINT_INSTANTIATE_TYPEINFO(tint::ast::DepthTexture);
namespace tint {
namespace ast {
namespace {
bool IsValidDepthDimension(TextureDimension dim) {
return dim == TextureDimension::k2d || dim == TextureDimension::k2dArray ||
dim == TextureDimension::kCube || dim == TextureDimension::kCubeArray;
}
} // namespace
DepthTexture::DepthTexture(ProgramID pid, const Source& src, TextureDimension d)
: Base(pid, src, d) {
TINT_ASSERT(AST, IsValidDepthDimension(dim));
}
DepthTexture::DepthTexture(DepthTexture&&) = default;
DepthTexture::~DepthTexture() = default;
std::string DepthTexture::FriendlyName(const SymbolTable&) const {
std::ostringstream out;
out << "texture_depth_" << dim;
return out.str();
}
const DepthTexture* DepthTexture::Clone(CloneContext* ctx) const {
auto src = ctx->Clone(source);
return ctx->dst->create<DepthTexture>(src, dim);
}
} // namespace ast
} // namespace tint