Monado OpenXR Runtime
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render_shader_specialization.h
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1// Copyright 2026, NVIDIA CORPORATION.
2// SPDX-License-Identifier: BSL-1.0
3/*!
4 * @file
5 * @brief Shader specialization structs for render compute shaders.
6 * @ingroup aux_render
7 *
8 * Entry point for build-generated specialization metadata. Include after the
9 * @c render_shader_specialization custom target (or @c aux_shaders) has been built
10 * so @c render_shader_specialization.h.inc is available on the include path.
11 *
12 * @par Generated file (@c render_shader_specialization.h.inc)
13 * - One padding-free @c struct per shader listed in @c shader_specializations().
14 * - @c RENDER_SHADER_SPECIALIZATION_KEYS(X) — X-macro with one @c X(KeyStruct) entry
15 * per generated spec struct (e.g. @c render_distortion_spec).
16 * - @c RENDER_SHADER_SPECIALIZATION_CACHE_NAMES(X) — X-macro with one @c X(CacheName)
17 * entry per shader (e.g. @c render_distortion).
18 * - @c RENDER_SHADER_SPECIALIZATION_ENTRIES(X) — X-macro with one @c X(CacheName, KeyStruct)
19 * pair per shader (e.g. @c X(render_distortion, render_distortion_spec)).
20 *
21 * Produced by @c cmake/generate_shader_specialization.py via @c cmake/ShaderSpecialization.cmake.
22 */
23
24#pragma once
25
27
28#include <stddef.h>
29
30#include "render_shader_specialization.h.inc"
Include all of the Vulkan headers in one place, and cope with any "messy" includes implied by it.