chromium/third_party/vulkan-validation-layers/src/layers/stateless/sl_shader_object.cpp

/* Copyright (c) 2023 Nintendo
 * Copyright (c) 2023 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.
 */

#include "stateless/stateless_validation.h"

bool StatelessValidation::manual_PreCallValidateCreateShadersEXT(VkDevice device, uint32_t createInfoCount,
                                                                 const VkShaderCreateInfoEXT *pCreateInfos,
                                                                 const VkAllocationCallbacks *pAllocator, VkShaderEXT *pShaders,
                                                                 const ErrorObject &error_obj) const {}

bool StatelessValidation::manual_PreCallValidateGetShaderBinaryDataEXT(VkDevice device, VkShaderEXT shader, size_t *pDataSize,
                                                                       void *pData, const ErrorObject &error_obj) const {}