text: // Copyright 2020 The Tint 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 SRC_TINT_SEM_DEPTH_TEXTURE_TYPE_H_
  #define SRC_TINT_SEM_DEPTH_TEXTURE_TYPE_H_
  
  #include <string>
  
  #include "src/tint/sem/texture_type.h"
  
  namespace tint::sem {
  
  /// A depth texture type.
  class DepthTexture final : public Castable<DepthTexture, Texture> {
   public:
    /// Constructor
    /// @param dim the dimensionality of the texture
    explicit DepthTexture(ast::TextureDimension dim);
    /// Move constructor
    DepthTexture(DepthTexture&&);
    ~DepthTexture() override;
  
    /// @returns a hash of the type.
    size_t Hash() const override;
  
    /// @param other the other type to compare against
    /// @returns true if the this type is equal to the given type
    bool Equals(const Type& other) const override;
  
    /// @param symbols the program's symbol table
    /// @returns the name for this type that closely resembles how it would be
    /// declared in WGSL.
    std::string FriendlyName(const SymbolTable& symbols) const override;
  };
  
  }  // namespace tint::sem
  
  #endif  // SRC_TINT_SEM_DEPTH_TEXTURE_TYPE_H_
  