/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2023 Blender Foundation. All rights reserved. */ /** \file * \ingroup gpu */ #pragma once #include "gpu_state_private.hh" namespace blender::gpu { class VKStateManager : public StateManager { public: void apply_state() override; void force_state() override; void issue_barrier(eGPUBarrier barrier_bits) override; void texture_bind(Texture *tex, eGPUSamplerState sampler, int unit) override; void texture_unbind(Texture *tex) override; void texture_unbind_all() override; void image_bind(Texture *tex, int unit) override; void image_unbind(Texture *tex) override; void image_unbind_all() override; void texture_unpack_row_length_set(uint len) override; }; } // namespace blender::gpu