#include "state_tracker/pipeline_sub_state.h"
#include "state_tracker/pipeline_state.h"
#include "state_tracker/shader_module.h"
VkPipelineLayoutCreateFlags PipelineSubState::PipelineLayoutCreateFlags() const { … }
VertexInputState::VertexInputState(const vvl::Pipeline &p, const vku::safe_VkGraphicsPipelineCreateInfo &create_info)
: … { … }
PreRasterState::PreRasterState(const vvl::Pipeline &p, const ValidationStateTracker &state_data,
const vku::safe_VkGraphicsPipelineCreateInfo &create_info, std::shared_ptr<const vvl::RenderPass> rp,
spirv::StatelessData stateless_data[kCommonMaxGraphicsShaderStages])
: … { … }
std::unique_ptr<const vku::safe_VkPipelineColorBlendStateCreateInfo> ToSafeColorBlendState(
const vku::safe_VkPipelineColorBlendStateCreateInfo &cbs) { … }
std::unique_ptr<const vku::safe_VkPipelineColorBlendStateCreateInfo> ToSafeColorBlendState(
const VkPipelineColorBlendStateCreateInfo &cbs) { … }
std::unique_ptr<const vku::safe_VkPipelineMultisampleStateCreateInfo> ToSafeMultisampleState(
const vku::safe_VkPipelineMultisampleStateCreateInfo &cbs) { … }
std::unique_ptr<const vku::safe_VkPipelineMultisampleStateCreateInfo> ToSafeMultisampleState(
const VkPipelineMultisampleStateCreateInfo &cbs) { … }
std::unique_ptr<const vku::safe_VkPipelineDepthStencilStateCreateInfo> ToSafeDepthStencilState(
const vku::safe_VkPipelineDepthStencilStateCreateInfo &cbs) { … }
std::unique_ptr<const vku::safe_VkPipelineDepthStencilStateCreateInfo> ToSafeDepthStencilState(
const VkPipelineDepthStencilStateCreateInfo &cbs) { … }
std::unique_ptr<const vku::safe_VkPipelineShaderStageCreateInfo> ToShaderStageCI(
const vku::safe_VkPipelineShaderStageCreateInfo &cbs) { … }
std::unique_ptr<const vku::safe_VkPipelineShaderStageCreateInfo> ToShaderStageCI(const VkPipelineShaderStageCreateInfo &cbs) { … }
template <typename CreateInfo>
void SetFragmentShaderInfoPrivate(FragmentShaderState &fs_state, const ValidationStateTracker &state_data,
const CreateInfo &create_info,
spirv::StatelessData stateless_data[kCommonMaxGraphicsShaderStages]) { … }
void FragmentShaderState::SetFragmentShaderInfo(FragmentShaderState &fs_state, const ValidationStateTracker &state_data,
const VkGraphicsPipelineCreateInfo &create_info,
spirv::StatelessData stateless_data[kCommonMaxGraphicsShaderStages]) { … }
void FragmentShaderState::SetFragmentShaderInfo(FragmentShaderState &fs_state, const ValidationStateTracker &state_data,
const vku::safe_VkGraphicsPipelineCreateInfo &create_info,
spirv::StatelessData stateless_data[kCommonMaxGraphicsShaderStages]) { … }
FragmentShaderState::FragmentShaderState(const vvl::Pipeline &p, const ValidationStateTracker &dev_data,
std::shared_ptr<const vvl::RenderPass> rp, uint32_t subp, VkPipelineLayout layout)
: … { … }
FragmentOutputState::FragmentOutputState(const vvl::Pipeline &p, std::shared_ptr<const vvl::RenderPass> rp, uint32_t sp)
: … { … }
bool FragmentOutputState::IsBlendConstantsEnabled(const AttachmentStateVector &attachment_states) { … }