chromium/third_party/vulkan-validation-layers/src/layers/drawdispatch/descriptor_validator.h

/* Copyright (c) 2023-2024 The Khronos Group Inc.
 * Copyright (c) 2023-2024 Valve Corporation
 * 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
// TODO - Should only need generated/chassis.h
// Because of FormatHandle, we need to include all of state_tracker.h
#include "state_tracker/state_tracker.h"

class ValidationStateTracker;
struct DescriptorRequirement;
namespace vvl {
struct DrawDispatchVuid;
class DescriptorBinding;
class BufferDescriptor;
class ImageDescriptor;
class ImageSamplerDescriptor;
class TexelDescriptor;
class AccelerationStructureDescriptor;
class SamplerDescriptor;
class CommandBuffer;
class Sampler;
class DescriptorSet;

// The reason there is a vector is because we can have a shader that looks like
//   layout(set = 0, binding = 2) uniform sampler3D tex3d[];
//   layout(set = 0, binding = 2) uniform sampler2D tex[];
// And we need a DescriptorRequirement for each OpVariable
DescriptorBindingInfo;

class DescriptorValidator {};
}