2020-06-11 19:35:20 +00:00
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// Copyright 2020 The Tint Authors.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#ifndef INCLUDE_TINT_TINT_H_
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#define INCLUDE_TINT_TINT_H_
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2022-11-03 19:16:26 +00:00
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// Guard for accidental includes to private headers
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#define CURRENTLY_IN_TINT_PUBLIC_HEADER
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2020-06-11 19:35:20 +00:00
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// TODO(tint:88): When implementing support for an install target, all of these
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// headers will need to be moved to include/tint/.
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2022-02-21 15:19:07 +00:00
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#include "src/tint/demangler.h"
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#include "src/tint/diagnostic/printer.h"
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#include "src/tint/inspector/inspector.h"
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#include "src/tint/reader/reader.h"
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2023-01-10 00:03:24 +00:00
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#include "src/tint/text/unicode.h"
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2022-02-21 15:19:07 +00:00
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#include "src/tint/transform/binding_remapper.h"
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2023-01-05 12:24:52 +00:00
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#include "src/tint/transform/clamp_frag_depth.h"
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2022-02-21 15:19:07 +00:00
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#include "src/tint/transform/first_index_offset.h"
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#include "src/tint/transform/manager.h"
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#include "src/tint/transform/multiplanar_external_texture.h"
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#include "src/tint/transform/renamer.h"
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#include "src/tint/transform/single_entry_point.h"
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2022-07-22 16:05:06 +00:00
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#include "src/tint/transform/substitute_override.h"
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2022-02-21 15:19:07 +00:00
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#include "src/tint/transform/vertex_pulling.h"
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2022-12-09 05:00:07 +00:00
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#include "src/tint/type/manager.h"
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2022-06-08 15:04:12 +00:00
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#include "src/tint/writer/flatten_bindings.h"
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2022-02-21 15:19:07 +00:00
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#include "src/tint/writer/writer.h"
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2020-06-11 19:35:20 +00:00
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#if TINT_BUILD_SPV_READER
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2022-02-21 15:19:07 +00:00
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#include "src/tint/reader/spirv/parser.h"
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2020-06-11 19:35:20 +00:00
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#endif // TINT_BUILD_SPV_READER
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#if TINT_BUILD_WGSL_READER
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2022-02-21 15:19:07 +00:00
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#include "src/tint/reader/wgsl/parser.h"
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2020-06-11 19:35:20 +00:00
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#endif // TINT_BUILD_WGSL_READER
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#if TINT_BUILD_SPV_WRITER
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2022-02-21 15:19:07 +00:00
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#include "src/tint/writer/spirv/generator.h"
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2020-06-11 19:35:20 +00:00
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#endif // TINT_BUILD_SPV_WRITER
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#if TINT_BUILD_WGSL_WRITER
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2022-02-21 15:19:07 +00:00
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#include "src/tint/writer/wgsl/generator.h"
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2020-06-11 19:35:20 +00:00
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#endif // TINT_BUILD_WGSL_WRITER
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2020-06-23 17:48:40 +00:00
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#if TINT_BUILD_MSL_WRITER
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2022-02-21 15:19:07 +00:00
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#include "src/tint/writer/msl/generator.h"
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2020-06-23 17:48:40 +00:00
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#endif // TINT_BUILD_MSL_WRITER
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2020-07-20 22:13:37 +00:00
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#if TINT_BUILD_HLSL_WRITER
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2022-02-21 15:19:07 +00:00
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#include "src/tint/writer/hlsl/generator.h"
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2020-07-20 22:13:37 +00:00
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#endif // TINT_BUILD_HLSL_WRITER
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Implement GLSL writer backend.
This is a modified version of the HLSL writer.
Basic types, arrays, entry points, reserved keywords, uniforms,
builtin uniforms, structs, some builtin functions, zero initialization
are implemented. Textures, SSBOs and storage textures in particular are
unimplemented. All the unit tests "pass", but the output is not correct
in many cases.
triangle.wgsl outputs correct vertex and fragment shaders that pass
GLSL validation via glslang. compute_boids.wgsl outputs a valid but not
correct compute shader.
Change-Id: I96c7aaf60cf2d4237e45d732e5f51b345aea0552
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/57780
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
2021-10-06 18:55:10 +00:00
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#if TINT_BUILD_GLSL_WRITER
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2022-02-21 15:19:07 +00:00
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#include "src/tint/writer/glsl/generator.h"
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Implement GLSL writer backend.
This is a modified version of the HLSL writer.
Basic types, arrays, entry points, reserved keywords, uniforms,
builtin uniforms, structs, some builtin functions, zero initialization
are implemented. Textures, SSBOs and storage textures in particular are
unimplemented. All the unit tests "pass", but the output is not correct
in many cases.
triangle.wgsl outputs correct vertex and fragment shaders that pass
GLSL validation via glslang. compute_boids.wgsl outputs a valid but not
correct compute shader.
Change-Id: I96c7aaf60cf2d4237e45d732e5f51b345aea0552
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/57780
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
2021-10-06 18:55:10 +00:00
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#endif // TINT_BUILD_GLSL_WRITER
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2022-11-03 19:16:26 +00:00
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namespace tint {
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/// Initialize initializes the Tint library. Call before using the Tint API.
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void Initialize();
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/// Shutdown uninitializes the Tint library. Call after using the Tint API.
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void Shutdown();
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} // namespace tint
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#undef CURRENTLY_IN_TINT_PUBLIC_HEADER
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2020-06-11 19:35:20 +00:00
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#endif // INCLUDE_TINT_TINT_H_
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