#ifndef SRC_DAWN_NATIVE_NULL_DEVICENULL_H_
#define SRC_DAWN_NATIVE_NULL_DEVICENULL_H_
#include <memory>
#include <vector>
#include "dawn/native/BindGroup.h"
#include "dawn/native/BindGroupLayoutInternal.h"
#include "dawn/native/Buffer.h"
#include "dawn/native/CommandBuffer.h"
#include "dawn/native/CommandEncoder.h"
#include "dawn/native/ComputePipeline.h"
#include "dawn/native/Device.h"
#include "dawn/native/PhysicalDevice.h"
#include "dawn/native/PipelineLayout.h"
#include "dawn/native/QuerySet.h"
#include "dawn/native/Queue.h"
#include "dawn/native/RenderPipeline.h"
#include "dawn/native/RingBufferAllocator.h"
#include "dawn/native/Sampler.h"
#include "dawn/native/ShaderModule.h"
#include "dawn/native/SwapChain.h"
#include "dawn/native/Texture.h"
#include "dawn/native/ToBackend.h"
#include "dawn/native/dawn_platform.h"
#include "partition_alloc/pointers/raw_ptr.h"
namespace dawn::native::null {
class BindGroup;
class BindGroupLayout;
class Buffer;
class CommandBuffer;
class ComputePipeline;
class Device;
class PhysicalDevice;
PipelineLayout;
class QuerySet;
class Queue;
class RenderPipeline;
Sampler;
class ShaderModule;
class SwapChain;
class Texture;
TextureView;
struct NullBackendTraits { … };
template <typename T>
auto ToBackend(T&& common) -> decltype(ToBackendBase<NullBackendTraits>(common)) { … }
struct PendingOperation { … };
class Device final : public DeviceBase { … };
class PhysicalDevice : public PhysicalDeviceBase { … };
class BindGroupDataHolder { … };
class BindGroup final : private BindGroupDataHolder, public BindGroupBase { … };
class BindGroupLayout final : public BindGroupLayoutInternalBase { … };
class Buffer final : public BufferBase { … };
class CommandBuffer final : public CommandBufferBase { … };
class QuerySet final : public QuerySetBase { … };
class Queue final : public QueueBase { … };
class ComputePipeline final : public ComputePipelineBase { … };
class RenderPipeline final : public RenderPipelineBase { … };
class ShaderModule final : public ShaderModuleBase { … };
class SwapChain final : public SwapChainBase { … };
class Texture : public TextureBase { … };
}
#endif