/* Copyright (c) 2018-2024 The Khronos Group Inc. * Copyright (c) 2018-2024 Valve Corporation * Copyright (c) 2018-2024 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. */ // This file helps maps the layout of resources that we find in the instrumented shaders #pragma once #include <vector> #include "gpu/descriptor_validation/gpuav_descriptor_set.h" #include "gpu/shaders/gpu_shaders_constants.h" #include "gpu/resources/gpu_resources.h" namespace gpuav { struct DescSetState { … }; struct DescBindingInfo { … }; // These match the Structures found in the instrumentation GLSL logic namespace glsl { struct DescriptorSetRecord { … }; struct BindlessStateBuffer { … }; // Represented as a uvec2 in the shader struct BindingLayout { … }; // Represented as a uvec2 in the shader struct DescriptorState { … }; } // namespace glsl } // namespace gpuav