// Copyright 2020 The Dawn 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 DAWNNATIVE_BINDINGINFO_H_ #define DAWNNATIVE_BINDINGINFO_H_ #include "dawn_native/Format.h" #include "dawn_native/dawn_platform.h" #include namespace dawn_native { // TODO(enga): Can we have strongly typed integers so you can't convert between them // by accident? And also range-assertions (ex. kMaxBindingsPerGroup) in Debug? // Binding numbers in the shader and BindGroup/BindGroupLayoutDescriptors using BindingNumber = uint32_t; // Binding numbers get mapped to a packed range of indices using BindingIndex = uint32_t; struct BindingInfo { wgpu::ShaderStage visibility; wgpu::BindingType type; Format::Type textureComponentType = Format::Type::Float; wgpu::TextureViewDimension textureDimension = wgpu::TextureViewDimension::Undefined; wgpu::TextureFormat storageTextureFormat = wgpu::TextureFormat::Undefined; bool hasDynamicOffset = false; bool multisampled = false; }; } // namespace dawn_native #endif // DAWNNATIVE_BINDINGINFO_H_