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use super::*;
// Q: Hey what happens when you stack corrections?
// A: I don't want to think about it... I will start thinking after a refactor...
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
#[repr(u16)]
pub enum CorrectionType {
/// A combined image sampler has been split, a new `sampler` object should be inserted.
SplitCombined,
/// A mixed depth texture / sampler has been duplicated, insert the same object again with a `Regular` bind type.
SplitDrefRegular,
/// A mixed depth texture / sampler has been duplicated, insert the same object again with a
/// `Comparison` bind type.
SplitDrefComparison,
/// A storage cube texture has been converted into a storage texture 2D array, change the dimension.
ConvertStorageCube,
/// A binding array has been split into new variables. Insert the same resource again.
/// For an `N` sized array, expect `N-1` entries.
SplitBindingArray,
}
#[derive(Debug, Clone, Default, PartialEq, Eq)]
pub struct CorrectionBinding {
/// In order, what additional bindings have been appended to this one.
pub corrections: Vec<CorrectionType>,
}
#[derive(Debug, Clone, Default, PartialEq, Eq)]
pub struct CorrectionSet {
pub bindings: HashMap<u32, CorrectionBinding>,
}
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq)]
pub enum ImmediatesSetMode {
/// Place the immediates binding at certain set.
#[default]
Absolute,
/// Place the immediates binding at the max set or up to a certain set.
/// This causes immediates to always mix with existing sets which may have negative performance
/// implications.
///
/// TODO(davnotdev): Sounds like a great idea but what about mirroring?
/// What I mean is that this will cause you issues if you have a vertex shader and fragment
/// shader with different max uniform sets.
MaxUpTo,
/// Place the immediates binding in the set after the max set or up to a certain set.
/// Unlike [`ImmediatesSetMode::MaxUpTo`], this attempts to give immediates their own set if
/// possible.
///
/// TODO(davnotdev): Sounds like a great idea but what about mirroring?
/// What I mean is that this will cause you issues if you have a vertex shader and fragment
/// shader with different max uniform sets.
MaxPlusOneUpTo,
}
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq)]
pub enum ImmediatesBindingMode {
/// Always place the immediates binding one binding after the max binding of the set.
/// TODO(davnotdev): Once again, sounds like a great idea but what about mirroring?
/// If you have a fragment and vertex shader with hidden bindings, you will run into issues
#[default]
Last,
/// Place the immediates binding in a fixed binding index.
Absolute,
}
/// Lookup a set and a binding for a list of [`CorrectionType`].
/// In order, insert a new variable for each, see [`CorrectionType`] for what type of object should
/// be inserted for each variant.
#[derive(Debug, Clone, Default, PartialEq, Eq)]
pub struct CorrectionMap {
pub sets: Option<HashMap<u32, CorrectionSet>>,
/// Represents both an input/output where the immediate uniforms should/is written to.
/// Control the set immediates should be written to by setting before patching.
/// If this is [`None`], this becomes the max set plus one.
pub immediates_set: Option<u32>,
/// Works as an input setting controlling the behaviour of `immediates_set`.
/// This is valuable when dealing with WebGPU's `maxBindGroup` especially if your sets
/// previously followed the maximum.
pub immediates_set_mode: Option<ImmediatesSetMode>,
/// Represents both an input/output representing which binding the immediate uniform is written
/// to.
/// If [`ImmediatesBindingMode`] is [`ImmediatesBindingMode::Absolute`], set the index of the
/// immediates buffer binding.
pub immediates_binding: Option<u32>,
/// Works as an input setting, controlling how the immediate uniform's binding index should be determined
/// within the bind group set.
pub immediates_binding_mode: Option<ImmediatesBindingMode>,
}