chromium/third_party/vulkan-validation-layers/src/layers/core_checks/cc_shader_interface.cpp

/* 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.
 *
 * 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.
 */

#include <cassert>
#include <sstream>
#include <string>
#include <vector>

#include <vulkan/vk_enum_string_helper.h>
#include "core_validation.h"
#include "generated/spirv_grammar_helper.h"
#include "state_tracker/shader_stage_state.h"
#include "state_tracker/shader_module.h"
#include "state_tracker/render_pass_state.h"

bool CoreChecks::ValidateInterfaceVertexInput(const vvl::Pipeline &pipeline, const spirv::Module &module_state,
                                              const spirv::EntryPoint &entrypoint, const Location &create_info_loc) const {}

bool CoreChecks::ValidateInterfaceFragmentOutput(const vvl::Pipeline &pipeline, const spirv::Module &module_state,
                                                 const spirv::EntryPoint &entrypoint, const Location &create_info_loc) const {}

bool CoreChecks::ValidateBuiltinLimits(const spirv::Module &module_state, const spirv::EntryPoint &entrypoint,
                                       const vvl::Pipeline *pipeline, const Location &loc) const {}

bool CoreChecks::ValidatePrimitiveTopology(const spirv::Module &module_state, const spirv::EntryPoint &entrypoint,
                                           const vvl::Pipeline &pipeline, const Location &loc) const {}

bool CoreChecks::ValidateShaderStageInputOutputLimits(const spirv::Module &module_state, const spirv::EntryPoint &entrypoint,
                                                      const spirv::StatelessData &stateless_data, const Location &loc) const {}

bool CoreChecks::ValidateInterfaceBetweenStages(const spirv::Module &producer, const spirv::EntryPoint &producer_entrypoint,
                                                const spirv::Module &consumer, const spirv::EntryPoint &consumer_entrypoint,
                                                const Location &create_info_loc) const {}

bool CoreChecks::ValidateFsOutputsAgainstRenderPass(const spirv::Module &module_state, const spirv::EntryPoint &entrypoint,
                                                    const vvl::Pipeline &pipeline, uint32_t subpass_index,
                                                    const Location &create_info_loc) const {}

bool CoreChecks::ValidateFsOutputsAgainstDynamicRenderingRenderPass(const spirv::Module &module_state,
                                                                    const spirv::EntryPoint &entrypoint,
                                                                    const vvl::Pipeline &pipeline,
                                                                    const Location &create_info_loc) const {}

bool CoreChecks::ValidatePipelineTessellationStages(const spirv::Module &tesc_module_state,
                                                    const spirv::EntryPoint &tesc_entrypoint,
                                                    const spirv::Module &tese_module_state,
                                                    const spirv::EntryPoint &tese_entrypoint,
                                                    const Location &create_info_loc) const {}

// Validate that the shaders used by the given pipeline and store the active_slots
//  that are actually used by the pipeline into pPipeline->active_slots
bool CoreChecks::ValidateGraphicsPipelineShaderState(const vvl::Pipeline &pipeline, const Location &create_info_loc) const {}