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[dxvk] Optimize util::pipelineStages
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@ -5,25 +5,6 @@
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namespace dxvk::util {
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VkPipelineStageFlags pipelineStages(
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VkShaderStageFlags shaderStages) {
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VkPipelineStageFlags result = 0;
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if (shaderStages & VK_SHADER_STAGE_COMPUTE_BIT)
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result |= VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
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if (shaderStages & VK_SHADER_STAGE_VERTEX_BIT)
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result |= VK_PIPELINE_STAGE_VERTEX_SHADER_BIT;
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if (shaderStages & VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT)
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result |= VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT;
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if (shaderStages & VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT)
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result |= VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT;
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if (shaderStages & VK_SHADER_STAGE_GEOMETRY_BIT)
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result |= VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT;
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if (shaderStages & VK_SHADER_STAGE_FRAGMENT_BIT)
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result |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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return result;
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}
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uint32_t computeMipLevelCount(VkExtent3D imageSize) {
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uint32_t maxDim = std::max(imageSize.width, imageSize.height);
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maxDim = std::max(imageSize.depth, maxDim);
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@ -10,8 +10,11 @@ namespace dxvk::util {
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* \param [in] shaderStages Shader stage flags
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* \returns Corresponding pipeline stage flags
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*/
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VkPipelineStageFlags pipelineStages(
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VkShaderStageFlags shaderStages);
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inline VkPipelineStageFlags pipelineStages(
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VkShaderStageFlags shaderStages) {
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return (shaderStages & VK_SHADER_STAGE_ALL_GRAPHICS) << 3
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| (shaderStages & VK_SHADER_STAGE_COMPUTE_BIT) << 6;
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}
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/**
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* \brief Computes number of mip levels for an image
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