/* Copyright (c) 2020-2024 The Khronos Group Inc. * Copyright (c) 2020-2024 Valve Corporation * Copyright (c) 2020-2024 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. */ #include "gpu/descriptor_validation/gpuav_descriptor_validation.h" #include "drawdispatch/descriptor_validator.h" #include "gpu/core/gpuav.h" #include "gpu/resources/gpuav_subclasses.h" #include "gpu/resources/gpu_shader_resources.h" namespace gpuav { void UpdateBoundPipeline(Validator &gpuav, CommandBuffer &cb_state, VkPipelineBindPoint pipeline_bind_point, VkPipeline pipeline, const Location &loc) { … } void UpdateBoundDescriptors(Validator &gpuav, CommandBuffer &cb_state, VkPipelineBindPoint pipeline_bind_point, const Location &loc) { … } // For the given command buffer, map its debug data buffers and update the status of any update after bind descriptors [[nodiscard]] bool UpdateBindlessStateBuffer(Validator &gpuav, CommandBuffer &cb_state, const Location &loc) { … } [[nodiscard]] bool CommandBuffer::ValidateBindlessDescriptorSets(const Location &loc) { … } } // namespace gpuav