#include "shader_stage_state.h"
#include "state_tracker/shader_module.h"
#include <vulkan/utility/vk_safe_struct.hpp>
void GetActiveSlots(ActiveSlotMap &active_slots, const std::shared_ptr<const spirv::EntryPoint> &entrypoint) { … }
ActiveSlotMap GetActiveSlots(const std::vector<ShaderStageState> &stage_states) { … }
ActiveSlotMap GetActiveSlots(const std::shared_ptr<const spirv::EntryPoint> &entrypoint) { … }
uint32_t GetMaxActiveSlot(const ActiveSlotMap &active_slots) { … }
const char *ShaderStageState::GetPName() const { … }
VkShaderStageFlagBits ShaderStageState::GetStage() const { … }
vku::safe_VkSpecializationInfo *ShaderStageState::GetSpecializationInfo() const { … }
const void *ShaderStageState::GetPNext() const { … }
bool ShaderStageState::GetInt32ConstantValue(const spirv::Instruction &insn, uint32_t *value) const { … }
ShaderStageState::ShaderStageState(const vku::safe_VkPipelineShaderStageCreateInfo *pipeline_create_info,
const vku::safe_VkShaderCreateInfoEXT *shader_object_create_info,
std::shared_ptr<const vvl::ShaderModule> module_state,
std::shared_ptr<const spirv::Module> spirv_state)
: … { … }