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// Copyright 2022 The Dawn & Tint Authors
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#ifndef SRC_TINT_LANG_WGSL_AST_TRANSFORM_CLAMP_FRAG_DEPTH_H_
#define SRC_TINT_LANG_WGSL_AST_TRANSFORM_CLAMP_FRAG_DEPTH_H_
#include "src/tint/api/options/depth_range_offsets.h"
#include "src/tint/lang/wgsl/ast/transform/transform.h"
#include "src/tint/utils/reflection/reflection.h"
namespace tint::ast::transform {
/// Add clamping of the `@builtin(frag_depth)` output of fragment shaders using two push constants
/// provided by the outside environment. For example the following code:
///
/// ```
/// @fragment fn main() -> @builtin(frag_depth) f32 {
/// return 0.0;
/// }
/// ```
///
/// Is transformed to:
///
/// ```
/// enable chromium_experimental_push_constant;
///
/// struct FragDepthClampArgs {
/// min : f32,
/// max : f32,
/// }
///
/// var<push_constant> frag_depth_clamp_args : FragDepthClampArgs;
///
/// fn clamp_frag_depth(v : f32) -> f32 {
/// return clamp(v, frag_depth_clamp_args.min, frag_depth_clamp_args.max);
/// }
///
/// @fragment
/// fn main() -> @builtin(frag_depth) f32 {
/// return clamp_frag_depth(0.0);
/// }
/// ```
class ClampFragDepth final : public Castable<ClampFragDepth, ast::transform::Transform> {
public:
/// Constructor
ClampFragDepth();
/// Destructor
~ClampFragDepth() override;
/// Transform configuration options
struct Config final : public Castable<Config, ast::transform::Data> {
/// Constructor
Config();
/// Constructor
/// @param off Offsets of the min_depth and max_depth push constants
explicit Config(std::optional<tint::DepthRangeOffsets> off);
/// Destructor
~Config() override;
/// Offsets of the min_depth and max_depth push constants
std::optional<tint::DepthRangeOffsets> offsets;
/// Reflection for this struct
TINT_REFLECT(Config, offsets);
};
/// @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::ast::transform
#endif // SRC_TINT_LANG_WGSL_AST_TRANSFORM_CLAMP_FRAG_DEPTH_H_