blob: b8d34a8d3ac7b2b512182399dfc19da0d915e2fe [file] [log] [blame]
/*
* Copyright (C) 2019 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
* THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "WHLSLSpecializationConstantSemantic.h"
#if ENABLE(WEBGPU)
#include "WHLSLNativeTypeDeclaration.h"
#include "WHLSLTypeReference.h"
namespace WebCore {
namespace WHLSL {
namespace AST {
bool SpecializationConstantSemantic::isAcceptableType(const UnnamedType& unnamedType, const Intrinsics&) const
{
if (!is<TypeReference>(unnamedType))
return false;
auto& typeReference = downcast<TypeReference>(unnamedType);
if (!is<NativeTypeDeclaration>(typeReference.resolvedType()))
return false;
return downcast<NativeTypeDeclaration>(typeReference.resolvedType()).isNumber();
}
bool SpecializationConstantSemantic::isAcceptableForShaderItemDirection(ShaderItemDirection direction, const Optional<EntryPointType>&) const
{
return direction == ShaderItemDirection::Input;
}
} // namespace AST
}
}
#endif