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[d3d11] Reimplment GetEnabledShaderStages using getShaderPipelineStages
They do the same thing anyway.
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@ -1331,24 +1331,6 @@ namespace dxvk {
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}
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VkPipelineStageFlags D3D11Device::GetEnabledShaderStages() const {
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VkPipelineStageFlags enabledShaderPipelineStages
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= VK_PIPELINE_STAGE_VERTEX_SHADER_BIT
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| VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT
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| VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
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if (m_dxvkDevice->features().core.features.geometryShader)
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enabledShaderPipelineStages |= VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT;
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if (m_dxvkDevice->features().core.features.tessellationShader) {
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enabledShaderPipelineStages |= VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT
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| VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT;
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}
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return enabledShaderPipelineStages;
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}
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bool D3D11Device::CheckFeatureLevelSupport(
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const Rc<DxvkAdapter>& adapter,
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D3D_FEATURE_LEVEL featureLevel) {
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@ -295,7 +295,9 @@ namespace dxvk {
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void FlushInitContext();
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VkPipelineStageFlags GetEnabledShaderStages() const;
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VkPipelineStageFlags GetEnabledShaderStages() const {
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return m_dxvkDevice->getShaderPipelineStages();
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}
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DXGI_VK_FORMAT_INFO LookupFormat(
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DXGI_FORMAT Format,
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