// GENERATED FILE - DO NOT EDIT.
// Generated by gen_vk_internal_shaders.py using data from shaders/src/*
//
// Copyright 2018 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// vk_internal_shaders_autogen.h:
//   Pre-generated shader library for the ANGLE Vulkan back-end.

#ifndef LIBANGLE_RENDERER_VULKAN_VK_INTERNAL_SHADERS_AUTOGEN_H_
#define LIBANGLE_RENDERER_VULKAN_VK_INTERNAL_SHADERS_AUTOGEN_H_

#include "libANGLE/renderer/vulkan/vk_utils.h"

namespace rx
{
namespace vk
{
namespace InternalShader
{
namespace FullScreenQuad_vert
{}  // namespace FullScreenQuad_vert

namespace PushConstantColor_frag
{}  // namespace PushConstantColor_frag

}  // namespace InternalShader

class ShaderLibrary final : angle::NonCopyable
{
  public:
    ShaderLibrary();
    ~ShaderLibrary();

    void destroy(VkDevice device);

    angle::Result getFullScreenQuad_vert(Context *context,
                                         uint32_t shaderFlags,
                                         RefCounted<ShaderAndSerial> **shaderOut);
    angle::Result getPushConstantColor_frag(Context *context,
                                            uint32_t shaderFlags,
                                            RefCounted<ShaderAndSerial> **shaderOut);

  private:
    RefCounted<ShaderAndSerial> mFullScreenQuad_vert_shaders[1];
    RefCounted<ShaderAndSerial> mPushConstantColor_frag_shaders[1];
};
}  // namespace vk
}  // namespace rx

#endif  // LIBANGLE_RENDERER_VULKAN_VK_INTERNAL_SHADERS_AUTOGEN_H_
