#include "core_validation.h"
#include "state_tracker/shader_object_state.h"
#include "state_tracker/shader_module.h"
#include "state_tracker/render_pass_state.h"
#include "generated/spirv_grammar_helper.h"
#include "drawdispatch/drawdispatch_vuids.h"
VkShaderStageFlags FindNextStage(uint32_t createInfoCount, const VkShaderCreateInfoEXT* pCreateInfos, VkShaderStageFlagBits stage) { … }
bool CoreChecks::ValidateCreateShadersLinking(uint32_t createInfoCount, const VkShaderCreateInfoEXT* pCreateInfos,
const Location& loc) const { … }
bool CoreChecks::ValidateCreateShadersMesh(const VkShaderCreateInfoEXT& create_info, const spirv::Module& spirv,
const Location& create_info_loc) const { … }
bool CoreChecks::PreCallValidateCreateShadersEXT(VkDevice device, uint32_t createInfoCount,
const VkShaderCreateInfoEXT* pCreateInfos, const VkAllocationCallbacks* pAllocator,
VkShaderEXT* pShaders, const ErrorObject& error_obj) const { … }
bool CoreChecks::PreCallValidateDestroyShaderEXT(VkDevice device, VkShaderEXT shader, const VkAllocationCallbacks* pAllocator,
const ErrorObject& error_obj) const { … }
bool CoreChecks::PreCallValidateCmdBindShadersEXT(VkCommandBuffer commandBuffer, uint32_t stageCount,
const VkShaderStageFlagBits* pStages, const VkShaderEXT* pShaders,
const ErrorObject& error_obj) const { … }
bool CoreChecks::PreCallValidateGetShaderBinaryDataEXT(VkDevice device, VkShaderEXT shader, size_t* pDataSize, void* pData,
const ErrorObject& error_obj) const { … }
bool CoreChecks::ValidateShaderObjectBoundShader(const LastBound& last_bound_state, const VkPipelineBindPoint bind_point,
const vvl::DrawDispatchVuid& vuid) const { … }
bool CoreChecks::ValidateDrawShaderObject(const LastBound& last_bound_state, const vvl::DrawDispatchVuid& vuid) const { … }
bool CoreChecks::ValidateDrawShaderObjectLinking(const LastBound& last_bound_state, const vvl::DrawDispatchVuid& vuid) const { … }
bool CoreChecks::ValidateDrawShaderObjectPushConstantAndLayout(const LastBound& last_bound_state,
const vvl::DrawDispatchVuid& vuid) const { … }
bool CoreChecks::ValidateDrawShaderObjectMesh(const LastBound& last_bound_state, const vvl::DrawDispatchVuid& vuid) const { … }