chromium/out/Default/gen/gpu/command_buffer/service/disk_cache_proto.pb.h

// Generated by the protocol buffer compiler.  DO NOT EDIT!
// source: disk_cache_proto.proto

#ifndef GOOGLE_PROTOBUF_INCLUDED_disk_5fcache_5fproto_2eproto
#define GOOGLE_PROTOBUF_INCLUDED_disk_5fcache_5fproto_2eproto

#include <limits>
#include <string>

#include <google/protobuf/port_def.inc>
#if PROTOBUF_VERSION < 3021000
#error This file was generated by a newer version of protoc which is
#error incompatible with your Protocol Buffer headers. Please update
#error your headers.
#endif
#if 3021012 < PROTOBUF_MIN_PROTOC_VERSION
#error This file was generated by an older version of protoc which is
#error incompatible with your Protocol Buffer headers. Please
#error regenerate this file with a newer version of protoc.
#endif

#include <google/protobuf/port_undef.inc>
#include <google/protobuf/io/coded_stream.h>
#include <google/protobuf/arena.h>
#include <google/protobuf/arenastring.h>
#include <google/protobuf/generated_message_util.h>
#include <google/protobuf/metadata_lite.h>
#include <google/protobuf/message_lite.h>
#include <google/protobuf/repeated_field.h>  // IWYU pragma: export
#include <google/protobuf/extension_set.h>  // IWYU pragma: export
// @@protoc_insertion_point(includes)
#include <google/protobuf/port_def.inc>
#define PROTOBUF_INTERNAL_EXPORT_disk_5fcache_5fproto_2eproto
PROTOBUF_NAMESPACE_OPEN
namespace internal {
class AnyMetadata;
}  // namespace internal
PROTOBUF_NAMESPACE_CLOSE

// Internal implementation detail -- do not use these members.
struct TableStruct_disk_5fcache_5fproto_2eproto {};
class GpuProgramProto;
struct GpuProgramProtoDefaultTypeInternal;
extern GpuProgramProtoDefaultTypeInternal _GpuProgramProto_default_instance_;
class ShaderAttributeProto;
struct ShaderAttributeProtoDefaultTypeInternal;
extern ShaderAttributeProtoDefaultTypeInternal _ShaderAttributeProto_default_instance_;
class ShaderInterfaceBlockFieldProto;
struct ShaderInterfaceBlockFieldProtoDefaultTypeInternal;
extern ShaderInterfaceBlockFieldProtoDefaultTypeInternal _ShaderInterfaceBlockFieldProto_default_instance_;
class ShaderInterfaceBlockProto;
struct ShaderInterfaceBlockProtoDefaultTypeInternal;
extern ShaderInterfaceBlockProtoDefaultTypeInternal _ShaderInterfaceBlockProto_default_instance_;
class ShaderOutputVariableProto;
struct ShaderOutputVariableProtoDefaultTypeInternal;
extern ShaderOutputVariableProtoDefaultTypeInternal _ShaderOutputVariableProto_default_instance_;
class ShaderProto;
struct ShaderProtoDefaultTypeInternal;
extern ShaderProtoDefaultTypeInternal _ShaderProto_default_instance_;
class ShaderUniformProto;
struct ShaderUniformProtoDefaultTypeInternal;
extern ShaderUniformProtoDefaultTypeInternal _ShaderUniformProto_default_instance_;
class ShaderVariableProto;
struct ShaderVariableProtoDefaultTypeInternal;
extern ShaderVariableProtoDefaultTypeInternal _ShaderVariableProto_default_instance_;
class ShaderVaryingProto;
struct ShaderVaryingProtoDefaultTypeInternal;
extern ShaderVaryingProtoDefaultTypeInternal _ShaderVaryingProto_default_instance_;
PROTOBUF_NAMESPACE_OPEN
template<> ::GpuProgramProto* Arena::CreateMaybeMessage<::GpuProgramProto>(Arena*);
template<> ::ShaderAttributeProto* Arena::CreateMaybeMessage<::ShaderAttributeProto>(Arena*);
template<> ::ShaderInterfaceBlockFieldProto* Arena::CreateMaybeMessage<::ShaderInterfaceBlockFieldProto>(Arena*);
template<> ::ShaderInterfaceBlockProto* Arena::CreateMaybeMessage<::ShaderInterfaceBlockProto>(Arena*);
template<> ::ShaderOutputVariableProto* Arena::CreateMaybeMessage<::ShaderOutputVariableProto>(Arena*);
template<> ::ShaderProto* Arena::CreateMaybeMessage<::ShaderProto>(Arena*);
template<> ::ShaderUniformProto* Arena::CreateMaybeMessage<::ShaderUniformProto>(Arena*);
template<> ::ShaderVariableProto* Arena::CreateMaybeMessage<::ShaderVariableProto>(Arena*);
template<> ::ShaderVaryingProto* Arena::CreateMaybeMessage<::ShaderVaryingProto>(Arena*);
PROTOBUF_NAMESPACE_CLOSE

// ===================================================================

class ShaderVariableProto final :
    public ::PROTOBUF_NAMESPACE_ID::MessageLite /* @@protoc_insertion_point(class_definition:ShaderVariableProto) */ {};
// -------------------------------------------------------------------

class ShaderAttributeProto final :
    public ::PROTOBUF_NAMESPACE_ID::MessageLite /* @@protoc_insertion_point(class_definition:ShaderAttributeProto) */ {};
// -------------------------------------------------------------------

class ShaderUniformProto final :
    public ::PROTOBUF_NAMESPACE_ID::MessageLite /* @@protoc_insertion_point(class_definition:ShaderUniformProto) */ {};
// -------------------------------------------------------------------

class ShaderVaryingProto final :
    public ::PROTOBUF_NAMESPACE_ID::MessageLite /* @@protoc_insertion_point(class_definition:ShaderVaryingProto) */ {};
// -------------------------------------------------------------------

class ShaderOutputVariableProto final :
    public ::PROTOBUF_NAMESPACE_ID::MessageLite /* @@protoc_insertion_point(class_definition:ShaderOutputVariableProto) */ {};
// -------------------------------------------------------------------

class ShaderInterfaceBlockFieldProto final :
    public ::PROTOBUF_NAMESPACE_ID::MessageLite /* @@protoc_insertion_point(class_definition:ShaderInterfaceBlockFieldProto) */ {};
// -------------------------------------------------------------------

class ShaderInterfaceBlockProto final :
    public ::PROTOBUF_NAMESPACE_ID::MessageLite /* @@protoc_insertion_point(class_definition:ShaderInterfaceBlockProto) */ {};
// -------------------------------------------------------------------

class ShaderProto final :
    public ::PROTOBUF_NAMESPACE_ID::MessageLite /* @@protoc_insertion_point(class_definition:ShaderProto) */ {};
// -------------------------------------------------------------------

class GpuProgramProto final :
    public ::PROTOBUF_NAMESPACE_ID::MessageLite /* @@protoc_insertion_point(class_definition:GpuProgramProto) */ {};
// ===================================================================


// ===================================================================

#ifdef __GNUC__
  #pragma GCC diagnostic push
  #pragma GCC diagnostic ignored "-Wstrict-aliasing"
#endif  // __GNUC__
// ShaderVariableProto

// optional uint32 type = 1;
inline bool ShaderVariableProto::_internal_has_type() const {}
inline bool ShaderVariableProto::has_type() const {}
inline void ShaderVariableProto::clear_type() {}
inline uint32_t ShaderVariableProto::_internal_type() const {}
inline uint32_t ShaderVariableProto::type() const {}
inline void ShaderVariableProto::_internal_set_type(uint32_t value) {}
inline void ShaderVariableProto::set_type(uint32_t value) {}

// optional uint32 precision = 2;
inline bool ShaderVariableProto::_internal_has_precision() const {}
inline bool ShaderVariableProto::has_precision() const {}
inline void ShaderVariableProto::clear_precision() {}
inline uint32_t ShaderVariableProto::_internal_precision() const {}
inline uint32_t ShaderVariableProto::precision() const {}
inline void ShaderVariableProto::_internal_set_precision(uint32_t value) {}
inline void ShaderVariableProto::set_precision(uint32_t value) {}

// optional string name = 3;
inline bool ShaderVariableProto::_internal_has_name() const {}
inline bool ShaderVariableProto::has_name() const {}
inline void ShaderVariableProto::clear_name() {}
inline const std::string& ShaderVariableProto::name() const {}
template <typename ArgT0, typename... ArgT>
inline PROTOBUF_ALWAYS_INLINE
void ShaderVariableProto::set_name(ArgT0&& arg0, ArgT... args) {}
inline std::string* ShaderVariableProto::mutable_name() {}
inline const std::string& ShaderVariableProto::_internal_name() const {}
inline void ShaderVariableProto::_internal_set_name(const std::string& value) {}
inline std::string* ShaderVariableProto::_internal_mutable_name() {}
inline std::string* ShaderVariableProto::release_name() {}
inline void ShaderVariableProto::set_allocated_name(std::string* name) {}

// optional string mapped_name = 4;
inline bool ShaderVariableProto::_internal_has_mapped_name() const {}
inline bool ShaderVariableProto::has_mapped_name() const {}
inline void ShaderVariableProto::clear_mapped_name() {}
inline const std::string& ShaderVariableProto::mapped_name() const {}
template <typename ArgT0, typename... ArgT>
inline PROTOBUF_ALWAYS_INLINE
void ShaderVariableProto::set_mapped_name(ArgT0&& arg0, ArgT... args) {}
inline std::string* ShaderVariableProto::mutable_mapped_name() {}
inline const std::string& ShaderVariableProto::_internal_mapped_name() const {}
inline void ShaderVariableProto::_internal_set_mapped_name(const std::string& value) {}
inline std::string* ShaderVariableProto::_internal_mutable_mapped_name() {}
inline std::string* ShaderVariableProto::release_mapped_name() {}
inline void ShaderVariableProto::set_allocated_mapped_name(std::string* mapped_name) {}

// optional uint32 array_size = 5;
inline bool ShaderVariableProto::_internal_has_array_size() const {}
inline bool ShaderVariableProto::has_array_size() const {}
inline void ShaderVariableProto::clear_array_size() {}
inline uint32_t ShaderVariableProto::_internal_array_size() const {}
inline uint32_t ShaderVariableProto::array_size() const {}
inline void ShaderVariableProto::_internal_set_array_size(uint32_t value) {}
inline void ShaderVariableProto::set_array_size(uint32_t value) {}

// optional bool static_use = 6;
inline bool ShaderVariableProto::_internal_has_static_use() const {}
inline bool ShaderVariableProto::has_static_use() const {}
inline void ShaderVariableProto::clear_static_use() {}
inline bool ShaderVariableProto::_internal_static_use() const {}
inline bool ShaderVariableProto::static_use() const {}
inline void ShaderVariableProto::_internal_set_static_use(bool value) {}
inline void ShaderVariableProto::set_static_use(bool value) {}

// repeated .ShaderVariableProto fields = 7;
inline int ShaderVariableProto::_internal_fields_size() const {}
inline int ShaderVariableProto::fields_size() const {}
inline void ShaderVariableProto::clear_fields() {}
inline ::ShaderVariableProto* ShaderVariableProto::mutable_fields(int index) {}
inline ::PROTOBUF_NAMESPACE_ID::RepeatedPtrField< ::ShaderVariableProto >*
ShaderVariableProto::mutable_fields() {}
inline const ::ShaderVariableProto& ShaderVariableProto::_internal_fields(int index) const {}
inline const ::ShaderVariableProto& ShaderVariableProto::fields(int index) const {}
inline ::ShaderVariableProto* ShaderVariableProto::_internal_add_fields() {}
inline ::ShaderVariableProto* ShaderVariableProto::add_fields() {}
inline const ::PROTOBUF_NAMESPACE_ID::RepeatedPtrField< ::ShaderVariableProto >&
ShaderVariableProto::fields() const {}

// optional string struct_name = 8;
inline bool ShaderVariableProto::_internal_has_struct_name() const {}
inline bool ShaderVariableProto::has_struct_name() const {}
inline void ShaderVariableProto::clear_struct_name() {}
inline const std::string& ShaderVariableProto::struct_name() const {}
template <typename ArgT0, typename... ArgT>
inline PROTOBUF_ALWAYS_INLINE
void ShaderVariableProto::set_struct_name(ArgT0&& arg0, ArgT... args) {}
inline std::string* ShaderVariableProto::mutable_struct_name() {}
inline const std::string& ShaderVariableProto::_internal_struct_name() const {}
inline void ShaderVariableProto::_internal_set_struct_name(const std::string& value) {}
inline std::string* ShaderVariableProto::_internal_mutable_struct_name() {}
inline std::string* ShaderVariableProto::release_struct_name() {}
inline void ShaderVariableProto::set_allocated_struct_name(std::string* struct_name) {}

// -------------------------------------------------------------------

// ShaderAttributeProto

// optional .ShaderVariableProto basic = 1;
inline bool ShaderAttributeProto::_internal_has_basic() const {}
inline bool ShaderAttributeProto::has_basic() const {}
inline void ShaderAttributeProto::clear_basic() {}
inline const ::ShaderVariableProto& ShaderAttributeProto::_internal_basic() const {}
inline const ::ShaderVariableProto& ShaderAttributeProto::basic() const {}
inline void ShaderAttributeProto::unsafe_arena_set_allocated_basic(
    ::ShaderVariableProto* basic) {}
inline ::ShaderVariableProto* ShaderAttributeProto::release_basic() {}
inline ::ShaderVariableProto* ShaderAttributeProto::unsafe_arena_release_basic() {}
inline ::ShaderVariableProto* ShaderAttributeProto::_internal_mutable_basic() {}
inline ::ShaderVariableProto* ShaderAttributeProto::mutable_basic() {}
inline void ShaderAttributeProto::set_allocated_basic(::ShaderVariableProto* basic) {}

// optional int32 location = 2;
inline bool ShaderAttributeProto::_internal_has_location() const {}
inline bool ShaderAttributeProto::has_location() const {}
inline void ShaderAttributeProto::clear_location() {}
inline int32_t ShaderAttributeProto::_internal_location() const {}
inline int32_t ShaderAttributeProto::location() const {}
inline void ShaderAttributeProto::_internal_set_location(int32_t value) {}
inline void ShaderAttributeProto::set_location(int32_t value) {}

// -------------------------------------------------------------------

// ShaderUniformProto

// optional .ShaderVariableProto basic = 1;
inline bool ShaderUniformProto::_internal_has_basic() const {}
inline bool ShaderUniformProto::has_basic() const {}
inline void ShaderUniformProto::clear_basic() {}
inline const ::ShaderVariableProto& ShaderUniformProto::_internal_basic() const {}
inline const ::ShaderVariableProto& ShaderUniformProto::basic() const {}
inline void ShaderUniformProto::unsafe_arena_set_allocated_basic(
    ::ShaderVariableProto* basic) {}
inline ::ShaderVariableProto* ShaderUniformProto::release_basic() {}
inline ::ShaderVariableProto* ShaderUniformProto::unsafe_arena_release_basic() {}
inline ::ShaderVariableProto* ShaderUniformProto::_internal_mutable_basic() {}
inline ::ShaderVariableProto* ShaderUniformProto::mutable_basic() {}
inline void ShaderUniformProto::set_allocated_basic(::ShaderVariableProto* basic) {}

// -------------------------------------------------------------------

// ShaderVaryingProto

// optional .ShaderVariableProto basic = 1;
inline bool ShaderVaryingProto::_internal_has_basic() const {}
inline bool ShaderVaryingProto::has_basic() const {}
inline void ShaderVaryingProto::clear_basic() {}
inline const ::ShaderVariableProto& ShaderVaryingProto::_internal_basic() const {}
inline const ::ShaderVariableProto& ShaderVaryingProto::basic() const {}
inline void ShaderVaryingProto::unsafe_arena_set_allocated_basic(
    ::ShaderVariableProto* basic) {}
inline ::ShaderVariableProto* ShaderVaryingProto::release_basic() {}
inline ::ShaderVariableProto* ShaderVaryingProto::unsafe_arena_release_basic() {}
inline ::ShaderVariableProto* ShaderVaryingProto::_internal_mutable_basic() {}
inline ::ShaderVariableProto* ShaderVaryingProto::mutable_basic() {}
inline void ShaderVaryingProto::set_allocated_basic(::ShaderVariableProto* basic) {}

// optional int32 interpolation = 2;
inline bool ShaderVaryingProto::_internal_has_interpolation() const {}
inline bool ShaderVaryingProto::has_interpolation() const {}
inline void ShaderVaryingProto::clear_interpolation() {}
inline int32_t ShaderVaryingProto::_internal_interpolation() const {}
inline int32_t ShaderVaryingProto::interpolation() const {}
inline void ShaderVaryingProto::_internal_set_interpolation(int32_t value) {}
inline void ShaderVaryingProto::set_interpolation(int32_t value) {}

// optional bool is_invariant = 3;
inline bool ShaderVaryingProto::_internal_has_is_invariant() const {}
inline bool ShaderVaryingProto::has_is_invariant() const {}
inline void ShaderVaryingProto::clear_is_invariant() {}
inline bool ShaderVaryingProto::_internal_is_invariant() const {}
inline bool ShaderVaryingProto::is_invariant() const {}
inline void ShaderVaryingProto::_internal_set_is_invariant(bool value) {}
inline void ShaderVaryingProto::set_is_invariant(bool value) {}

// -------------------------------------------------------------------

// ShaderOutputVariableProto

// optional .ShaderVariableProto basic = 1;
inline bool ShaderOutputVariableProto::_internal_has_basic() const {}
inline bool ShaderOutputVariableProto::has_basic() const {}
inline void ShaderOutputVariableProto::clear_basic() {}
inline const ::ShaderVariableProto& ShaderOutputVariableProto::_internal_basic() const {}
inline const ::ShaderVariableProto& ShaderOutputVariableProto::basic() const {}
inline void ShaderOutputVariableProto::unsafe_arena_set_allocated_basic(
    ::ShaderVariableProto* basic) {}
inline ::ShaderVariableProto* ShaderOutputVariableProto::release_basic() {}
inline ::ShaderVariableProto* ShaderOutputVariableProto::unsafe_arena_release_basic() {}
inline ::ShaderVariableProto* ShaderOutputVariableProto::_internal_mutable_basic() {}
inline ::ShaderVariableProto* ShaderOutputVariableProto::mutable_basic() {}
inline void ShaderOutputVariableProto::set_allocated_basic(::ShaderVariableProto* basic) {}

// optional int32 location = 2;
inline bool ShaderOutputVariableProto::_internal_has_location() const {}
inline bool ShaderOutputVariableProto::has_location() const {}
inline void ShaderOutputVariableProto::clear_location() {}
inline int32_t ShaderOutputVariableProto::_internal_location() const {}
inline int32_t ShaderOutputVariableProto::location() const {}
inline void ShaderOutputVariableProto::_internal_set_location(int32_t value) {}
inline void ShaderOutputVariableProto::set_location(int32_t value) {}

// -------------------------------------------------------------------

// ShaderInterfaceBlockFieldProto

// optional .ShaderVariableProto basic = 1;
inline bool ShaderInterfaceBlockFieldProto::_internal_has_basic() const {}
inline bool ShaderInterfaceBlockFieldProto::has_basic() const {}
inline void ShaderInterfaceBlockFieldProto::clear_basic() {}
inline const ::ShaderVariableProto& ShaderInterfaceBlockFieldProto::_internal_basic() const {}
inline const ::ShaderVariableProto& ShaderInterfaceBlockFieldProto::basic() const {}
inline void ShaderInterfaceBlockFieldProto::unsafe_arena_set_allocated_basic(
    ::ShaderVariableProto* basic) {}
inline ::ShaderVariableProto* ShaderInterfaceBlockFieldProto::release_basic() {}
inline ::ShaderVariableProto* ShaderInterfaceBlockFieldProto::unsafe_arena_release_basic() {}
inline ::ShaderVariableProto* ShaderInterfaceBlockFieldProto::_internal_mutable_basic() {}
inline ::ShaderVariableProto* ShaderInterfaceBlockFieldProto::mutable_basic() {}
inline void ShaderInterfaceBlockFieldProto::set_allocated_basic(::ShaderVariableProto* basic) {}

// optional bool is_row_major_layout = 2;
inline bool ShaderInterfaceBlockFieldProto::_internal_has_is_row_major_layout() const {}
inline bool ShaderInterfaceBlockFieldProto::has_is_row_major_layout() const {}
inline void ShaderInterfaceBlockFieldProto::clear_is_row_major_layout() {}
inline bool ShaderInterfaceBlockFieldProto::_internal_is_row_major_layout() const {}
inline bool ShaderInterfaceBlockFieldProto::is_row_major_layout() const {}
inline void ShaderInterfaceBlockFieldProto::_internal_set_is_row_major_layout(bool value) {}
inline void ShaderInterfaceBlockFieldProto::set_is_row_major_layout(bool value) {}

// -------------------------------------------------------------------

// ShaderInterfaceBlockProto

// optional string name = 1;
inline bool ShaderInterfaceBlockProto::_internal_has_name() const {}
inline bool ShaderInterfaceBlockProto::has_name() const {}
inline void ShaderInterfaceBlockProto::clear_name() {}
inline const std::string& ShaderInterfaceBlockProto::name() const {}
template <typename ArgT0, typename... ArgT>
inline PROTOBUF_ALWAYS_INLINE
void ShaderInterfaceBlockProto::set_name(ArgT0&& arg0, ArgT... args) {}
inline std::string* ShaderInterfaceBlockProto::mutable_name() {}
inline const std::string& ShaderInterfaceBlockProto::_internal_name() const {}
inline void ShaderInterfaceBlockProto::_internal_set_name(const std::string& value) {}
inline std::string* ShaderInterfaceBlockProto::_internal_mutable_name() {}
inline std::string* ShaderInterfaceBlockProto::release_name() {}
inline void ShaderInterfaceBlockProto::set_allocated_name(std::string* name) {}

// optional string mapped_name = 2;
inline bool ShaderInterfaceBlockProto::_internal_has_mapped_name() const {}
inline bool ShaderInterfaceBlockProto::has_mapped_name() const {}
inline void ShaderInterfaceBlockProto::clear_mapped_name() {}
inline const std::string& ShaderInterfaceBlockProto::mapped_name() const {}
template <typename ArgT0, typename... ArgT>
inline PROTOBUF_ALWAYS_INLINE
void ShaderInterfaceBlockProto::set_mapped_name(ArgT0&& arg0, ArgT... args) {}
inline std::string* ShaderInterfaceBlockProto::mutable_mapped_name() {}
inline const std::string& ShaderInterfaceBlockProto::_internal_mapped_name() const {}
inline void ShaderInterfaceBlockProto::_internal_set_mapped_name(const std::string& value) {}
inline std::string* ShaderInterfaceBlockProto::_internal_mutable_mapped_name() {}
inline std::string* ShaderInterfaceBlockProto::release_mapped_name() {}
inline void ShaderInterfaceBlockProto::set_allocated_mapped_name(std::string* mapped_name) {}

// optional string instance_name = 3;
inline bool ShaderInterfaceBlockProto::_internal_has_instance_name() const {}
inline bool ShaderInterfaceBlockProto::has_instance_name() const {}
inline void ShaderInterfaceBlockProto::clear_instance_name() {}
inline const std::string& ShaderInterfaceBlockProto::instance_name() const {}
template <typename ArgT0, typename... ArgT>
inline PROTOBUF_ALWAYS_INLINE
void ShaderInterfaceBlockProto::set_instance_name(ArgT0&& arg0, ArgT... args) {}
inline std::string* ShaderInterfaceBlockProto::mutable_instance_name() {}
inline const std::string& ShaderInterfaceBlockProto::_internal_instance_name() const {}
inline void ShaderInterfaceBlockProto::_internal_set_instance_name(const std::string& value) {}
inline std::string* ShaderInterfaceBlockProto::_internal_mutable_instance_name() {}
inline std::string* ShaderInterfaceBlockProto::release_instance_name() {}
inline void ShaderInterfaceBlockProto::set_allocated_instance_name(std::string* instance_name) {}

// optional uint32 array_size = 4;
inline bool ShaderInterfaceBlockProto::_internal_has_array_size() const {}
inline bool ShaderInterfaceBlockProto::has_array_size() const {}
inline void ShaderInterfaceBlockProto::clear_array_size() {}
inline uint32_t ShaderInterfaceBlockProto::_internal_array_size() const {}
inline uint32_t ShaderInterfaceBlockProto::array_size() const {}
inline void ShaderInterfaceBlockProto::_internal_set_array_size(uint32_t value) {}
inline void ShaderInterfaceBlockProto::set_array_size(uint32_t value) {}

// optional int32 layout = 5;
inline bool ShaderInterfaceBlockProto::_internal_has_layout() const {}
inline bool ShaderInterfaceBlockProto::has_layout() const {}
inline void ShaderInterfaceBlockProto::clear_layout() {}
inline int32_t ShaderInterfaceBlockProto::_internal_layout() const {}
inline int32_t ShaderInterfaceBlockProto::layout() const {}
inline void ShaderInterfaceBlockProto::_internal_set_layout(int32_t value) {}
inline void ShaderInterfaceBlockProto::set_layout(int32_t value) {}

// optional bool is_row_major_layout = 6;
inline bool ShaderInterfaceBlockProto::_internal_has_is_row_major_layout() const {}
inline bool ShaderInterfaceBlockProto::has_is_row_major_layout() const {}
inline void ShaderInterfaceBlockProto::clear_is_row_major_layout() {}
inline bool ShaderInterfaceBlockProto::_internal_is_row_major_layout() const {}
inline bool ShaderInterfaceBlockProto::is_row_major_layout() const {}
inline void ShaderInterfaceBlockProto::_internal_set_is_row_major_layout(bool value) {}
inline void ShaderInterfaceBlockProto::set_is_row_major_layout(bool value) {}

// optional bool static_use = 7;
inline bool ShaderInterfaceBlockProto::_internal_has_static_use() const {}
inline bool ShaderInterfaceBlockProto::has_static_use() const {}
inline void ShaderInterfaceBlockProto::clear_static_use() {}
inline bool ShaderInterfaceBlockProto::_internal_static_use() const {}
inline bool ShaderInterfaceBlockProto::static_use() const {}
inline void ShaderInterfaceBlockProto::_internal_set_static_use(bool value) {}
inline void ShaderInterfaceBlockProto::set_static_use(bool value) {}

// repeated .ShaderInterfaceBlockFieldProto fields = 8;
inline int ShaderInterfaceBlockProto::_internal_fields_size() const {}
inline int ShaderInterfaceBlockProto::fields_size() const {}
inline void ShaderInterfaceBlockProto::clear_fields() {}
inline ::ShaderInterfaceBlockFieldProto* ShaderInterfaceBlockProto::mutable_fields(int index) {}
inline ::PROTOBUF_NAMESPACE_ID::RepeatedPtrField< ::ShaderInterfaceBlockFieldProto >*
ShaderInterfaceBlockProto::mutable_fields() {}
inline const ::ShaderInterfaceBlockFieldProto& ShaderInterfaceBlockProto::_internal_fields(int index) const {}
inline const ::ShaderInterfaceBlockFieldProto& ShaderInterfaceBlockProto::fields(int index) const {}
inline ::ShaderInterfaceBlockFieldProto* ShaderInterfaceBlockProto::_internal_add_fields() {}
inline ::ShaderInterfaceBlockFieldProto* ShaderInterfaceBlockProto::add_fields() {}
inline const ::PROTOBUF_NAMESPACE_ID::RepeatedPtrField< ::ShaderInterfaceBlockFieldProto >&
ShaderInterfaceBlockProto::fields() const {}

// -------------------------------------------------------------------

// ShaderProto

// optional bytes sha = 1;
inline bool ShaderProto::_internal_has_sha() const {}
inline bool ShaderProto::has_sha() const {}
inline void ShaderProto::clear_sha() {}
inline const std::string& ShaderProto::sha() const {}
template <typename ArgT0, typename... ArgT>
inline PROTOBUF_ALWAYS_INLINE
void ShaderProto::set_sha(ArgT0&& arg0, ArgT... args) {}
inline std::string* ShaderProto::mutable_sha() {}
inline const std::string& ShaderProto::_internal_sha() const {}
inline void ShaderProto::_internal_set_sha(const std::string& value) {}
inline std::string* ShaderProto::_internal_mutable_sha() {}
inline std::string* ShaderProto::release_sha() {}
inline void ShaderProto::set_allocated_sha(std::string* sha) {}

// repeated .ShaderAttributeProto attribs = 2;
inline int ShaderProto::_internal_attribs_size() const {}
inline int ShaderProto::attribs_size() const {}
inline void ShaderProto::clear_attribs() {}
inline ::ShaderAttributeProto* ShaderProto::mutable_attribs(int index) {}
inline ::PROTOBUF_NAMESPACE_ID::RepeatedPtrField< ::ShaderAttributeProto >*
ShaderProto::mutable_attribs() {}
inline const ::ShaderAttributeProto& ShaderProto::_internal_attribs(int index) const {}
inline const ::ShaderAttributeProto& ShaderProto::attribs(int index) const {}
inline ::ShaderAttributeProto* ShaderProto::_internal_add_attribs() {}
inline ::ShaderAttributeProto* ShaderProto::add_attribs() {}
inline const ::PROTOBUF_NAMESPACE_ID::RepeatedPtrField< ::ShaderAttributeProto >&
ShaderProto::attribs() const {}

// repeated .ShaderUniformProto uniforms = 3;
inline int ShaderProto::_internal_uniforms_size() const {}
inline int ShaderProto::uniforms_size() const {}
inline void ShaderProto::clear_uniforms() {}
inline ::ShaderUniformProto* ShaderProto::mutable_uniforms(int index) {}
inline ::PROTOBUF_NAMESPACE_ID::RepeatedPtrField< ::ShaderUniformProto >*
ShaderProto::mutable_uniforms() {}
inline const ::ShaderUniformProto& ShaderProto::_internal_uniforms(int index) const {}
inline const ::ShaderUniformProto& ShaderProto::uniforms(int index) const {}
inline ::ShaderUniformProto* ShaderProto::_internal_add_uniforms() {}
inline ::ShaderUniformProto* ShaderProto::add_uniforms() {}
inline const ::PROTOBUF_NAMESPACE_ID::RepeatedPtrField< ::ShaderUniformProto >&
ShaderProto::uniforms() const {}

// repeated .ShaderVaryingProto varyings = 4;
inline int ShaderProto::_internal_varyings_size() const {}
inline int ShaderProto::varyings_size() const {}
inline void ShaderProto::clear_varyings() {}
inline ::ShaderVaryingProto* ShaderProto::mutable_varyings(int index) {}
inline ::PROTOBUF_NAMESPACE_ID::RepeatedPtrField< ::ShaderVaryingProto >*
ShaderProto::mutable_varyings() {}
inline const ::ShaderVaryingProto& ShaderProto::_internal_varyings(int index) const {}
inline const ::ShaderVaryingProto& ShaderProto::varyings(int index) const {}
inline ::ShaderVaryingProto* ShaderProto::_internal_add_varyings() {}
inline ::ShaderVaryingProto* ShaderProto::add_varyings() {}
inline const ::PROTOBUF_NAMESPACE_ID::RepeatedPtrField< ::ShaderVaryingProto >&
ShaderProto::varyings() const {}

// repeated .ShaderOutputVariableProto output_variables = 5;
inline int ShaderProto::_internal_output_variables_size() const {}
inline int ShaderProto::output_variables_size() const {}
inline void ShaderProto::clear_output_variables() {}
inline ::ShaderOutputVariableProto* ShaderProto::mutable_output_variables(int index) {}
inline ::PROTOBUF_NAMESPACE_ID::RepeatedPtrField< ::ShaderOutputVariableProto >*
ShaderProto::mutable_output_variables() {}
inline const ::ShaderOutputVariableProto& ShaderProto::_internal_output_variables(int index) const {}
inline const ::ShaderOutputVariableProto& ShaderProto::output_variables(int index) const {}
inline ::ShaderOutputVariableProto* ShaderProto::_internal_add_output_variables() {}
inline ::ShaderOutputVariableProto* ShaderProto::add_output_variables() {}
inline const ::PROTOBUF_NAMESPACE_ID::RepeatedPtrField< ::ShaderOutputVariableProto >&
ShaderProto::output_variables() const {}

// repeated .ShaderInterfaceBlockProto interface_blocks = 6;
inline int ShaderProto::_internal_interface_blocks_size() const {}
inline int ShaderProto::interface_blocks_size() const {}
inline void ShaderProto::clear_interface_blocks() {}
inline ::ShaderInterfaceBlockProto* ShaderProto::mutable_interface_blocks(int index) {}
inline ::PROTOBUF_NAMESPACE_ID::RepeatedPtrField< ::ShaderInterfaceBlockProto >*
ShaderProto::mutable_interface_blocks() {}
inline const ::ShaderInterfaceBlockProto& ShaderProto::_internal_interface_blocks(int index) const {}
inline const ::ShaderInterfaceBlockProto& ShaderProto::interface_blocks(int index) const {}
inline ::ShaderInterfaceBlockProto* ShaderProto::_internal_add_interface_blocks() {}
inline ::ShaderInterfaceBlockProto* ShaderProto::add_interface_blocks() {}
inline const ::PROTOBUF_NAMESPACE_ID::RepeatedPtrField< ::ShaderInterfaceBlockProto >&
ShaderProto::interface_blocks() const {}

// -------------------------------------------------------------------

// GpuProgramProto

// optional bytes sha = 1;
inline bool GpuProgramProto::_internal_has_sha() const {}
inline bool GpuProgramProto::has_sha() const {}
inline void GpuProgramProto::clear_sha() {}
inline const std::string& GpuProgramProto::sha() const {}
template <typename ArgT0, typename... ArgT>
inline PROTOBUF_ALWAYS_INLINE
void GpuProgramProto::set_sha(ArgT0&& arg0, ArgT... args) {}
inline std::string* GpuProgramProto::mutable_sha() {}
inline const std::string& GpuProgramProto::_internal_sha() const {}
inline void GpuProgramProto::_internal_set_sha(const std::string& value) {}
inline std::string* GpuProgramProto::_internal_mutable_sha() {}
inline std::string* GpuProgramProto::release_sha() {}
inline void GpuProgramProto::set_allocated_sha(std::string* sha) {}

// optional uint32 format = 2;
inline bool GpuProgramProto::_internal_has_format() const {}
inline bool GpuProgramProto::has_format() const {}
inline void GpuProgramProto::clear_format() {}
inline uint32_t GpuProgramProto::_internal_format() const {}
inline uint32_t GpuProgramProto::format() const {}
inline void GpuProgramProto::_internal_set_format(uint32_t value) {}
inline void GpuProgramProto::set_format(uint32_t value) {}

// optional bytes program = 3;
inline bool GpuProgramProto::_internal_has_program() const {}
inline bool GpuProgramProto::has_program() const {}
inline void GpuProgramProto::clear_program() {}
inline const std::string& GpuProgramProto::program() const {}
template <typename ArgT0, typename... ArgT>
inline PROTOBUF_ALWAYS_INLINE
void GpuProgramProto::set_program(ArgT0&& arg0, ArgT... args) {}
inline std::string* GpuProgramProto::mutable_program() {}
inline const std::string& GpuProgramProto::_internal_program() const {}
inline void GpuProgramProto::_internal_set_program(const std::string& value) {}
inline std::string* GpuProgramProto::_internal_mutable_program() {}
inline std::string* GpuProgramProto::release_program() {}
inline void GpuProgramProto::set_allocated_program(std::string* program) {}

// optional bool program_is_compressed = 6;
inline bool GpuProgramProto::_internal_has_program_is_compressed() const {}
inline bool GpuProgramProto::has_program_is_compressed() const {}
inline void GpuProgramProto::clear_program_is_compressed() {}
inline bool GpuProgramProto::_internal_program_is_compressed() const {}
inline bool GpuProgramProto::program_is_compressed() const {}
inline void GpuProgramProto::_internal_set_program_is_compressed(bool value) {}
inline void GpuProgramProto::set_program_is_compressed(bool value) {}

// optional uint32 program_decompressed_length = 7;
inline bool GpuProgramProto::_internal_has_program_decompressed_length() const {}
inline bool GpuProgramProto::has_program_decompressed_length() const {}
inline void GpuProgramProto::clear_program_decompressed_length() {}
inline uint32_t GpuProgramProto::_internal_program_decompressed_length() const {}
inline uint32_t GpuProgramProto::program_decompressed_length() const {}
inline void GpuProgramProto::_internal_set_program_decompressed_length(uint32_t value) {}
inline void GpuProgramProto::set_program_decompressed_length(uint32_t value) {}

// optional .ShaderProto vertex_shader = 4;
inline bool GpuProgramProto::_internal_has_vertex_shader() const {}
inline bool GpuProgramProto::has_vertex_shader() const {}
inline void GpuProgramProto::clear_vertex_shader() {}
inline const ::ShaderProto& GpuProgramProto::_internal_vertex_shader() const {}
inline const ::ShaderProto& GpuProgramProto::vertex_shader() const {}
inline void GpuProgramProto::unsafe_arena_set_allocated_vertex_shader(
    ::ShaderProto* vertex_shader) {}
inline ::ShaderProto* GpuProgramProto::release_vertex_shader() {}
inline ::ShaderProto* GpuProgramProto::unsafe_arena_release_vertex_shader() {}
inline ::ShaderProto* GpuProgramProto::_internal_mutable_vertex_shader() {}
inline ::ShaderProto* GpuProgramProto::mutable_vertex_shader() {}
inline void GpuProgramProto::set_allocated_vertex_shader(::ShaderProto* vertex_shader) {}

// optional .ShaderProto fragment_shader = 5;
inline bool GpuProgramProto::_internal_has_fragment_shader() const {}
inline bool GpuProgramProto::has_fragment_shader() const {}
inline void GpuProgramProto::clear_fragment_shader() {}
inline const ::ShaderProto& GpuProgramProto::_internal_fragment_shader() const {}
inline const ::ShaderProto& GpuProgramProto::fragment_shader() const {}
inline void GpuProgramProto::unsafe_arena_set_allocated_fragment_shader(
    ::ShaderProto* fragment_shader) {}
inline ::ShaderProto* GpuProgramProto::release_fragment_shader() {}
inline ::ShaderProto* GpuProgramProto::unsafe_arena_release_fragment_shader() {}
inline ::ShaderProto* GpuProgramProto::_internal_mutable_fragment_shader() {}
inline ::ShaderProto* GpuProgramProto::mutable_fragment_shader() {}
inline void GpuProgramProto::set_allocated_fragment_shader(::ShaderProto* fragment_shader) {}

#ifdef __GNUC__
  #pragma GCC diagnostic pop
#endif  // __GNUC__
// -------------------------------------------------------------------

// -------------------------------------------------------------------

// -------------------------------------------------------------------

// -------------------------------------------------------------------

// -------------------------------------------------------------------

// -------------------------------------------------------------------

// -------------------------------------------------------------------

// -------------------------------------------------------------------


// @@protoc_insertion_point(namespace_scope)


// @@protoc_insertion_point(global_scope)

#include <google/protobuf/port_undef.inc>
#endif  // GOOGLE_PROTOBUF_INCLUDED_GOOGLE_PROTOBUF_INCLUDED_disk_5fcache_5fproto_2eproto