/* 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 "state_tracker/state_object.h" vvl::StateObject::~StateObject() { … } void vvl::StateObject::Destroy() { … } const VulkanTypedHandle* vvl::StateObject::InUse() const { … } bool vvl::StateObject::AddParent(StateObject* parent_node) { … } void vvl::StateObject::RemoveParent(StateObject* parent_node) { … } // copy the current set of parents so that we don't need to hold the lock // while calling NotifyInvalidate on them, as that would lead to recursive locking. vvl::StateObject::NodeMap vvl::StateObject::GetParentsForInvalidate(bool unlink) { … } vvl::StateObject::NodeMap vvl::StateObject::ObjectBindings() const { … } void vvl::StateObject::Invalidate(bool unlink) { … } void vvl::StateObject::NotifyInvalidate(const NodeList& invalid_nodes, bool unlink) { … }