/* Copyright (c) 2015-2024 The Khronos Group Inc. * Copyright (c) 2015-2024 Valve Corporation * Copyright (c) 2015-2024 LunarG, Inc. * Copyright (C) 2015-2024 Google Inc. * Modifications Copyright (C) 2020 Advanced Micro Devices, Inc. All rights reserved. * Modifications Copyright (C) 2022 RasterGrid Kft. * * 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. */ #pragma once #include <unordered_map> #include <vector> #include "state_tracker/shader_module.h" namespace vvl { class Pipeline; } // namespace vvl // These structure are here as a way to bridge information down the chassis. // This allows the 4 different calls (PreCallValidate, PreCallRecord, Dispatch, PostCallRecord) to share information namespace chassis { struct CreateShaderModule { … }; struct ShaderObjectInstrumentationData { … }; // VkShaderEXT (VK_EXT_shader_object) struct ShaderObject { … }; struct ShaderInstrumentationMetadata { … }; struct CreateGraphicsPipelines { … }; struct CreateComputePipelines { … }; struct CreateRayTracingPipelinesNV { … }; struct CreateRayTracingPipelinesKHR { … }; struct CreatePipelineLayout { … }; struct CreateBuffer { … }; } // namespace chassis