chromium/third_party/vulkan-validation-layers/src/layers/gpu/resources/gpu_shader_resources.h

/* 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