/* Copyright (c) 2023-2024 Nintendo * Copyright (c) 2023-2024 LunarG, Inc. * * 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 <cassert> #include <cstdlib> #include <cstring> #include <vector> #include "state_tracker/state_object.h" #include "state_tracker/shader_stage_state.h" #include "state_tracker/pipeline_layout_state.h" namespace vvl { // Represents a VkShaderEXT (VK_EXT_shader_object) handle struct ShaderObject : public StateObject { … }; } // namespace vvl