Make use of the new Flags iterator
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@@ -215,12 +215,8 @@ namespace Nz
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inline VkAccessFlags ToVulkan(MemoryAccessFlags memoryAccessFlags)
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{
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VkShaderStageFlags accessBits = 0;
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for (int i = 0; i <= UnderlyingCast(MemoryAccess::Max); ++i)
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{
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MemoryAccess memoryAccess = static_cast<MemoryAccess>(i);
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if (memoryAccessFlags.Test(memoryAccess))
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accessBits |= ToVulkan(memoryAccess);
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}
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for (MemoryAccess memoryAccess : memoryAccessFlags)
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accessBits |= ToVulkan(memoryAccess);
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return accessBits;
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}
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@@ -253,12 +249,8 @@ namespace Nz
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inline VkPipelineStageFlags ToVulkan(PipelineStageFlags pipelineStages)
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{
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VkShaderStageFlags pipelineStageBits = 0;
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for (int i = 0; i <= UnderlyingCast(PipelineStage::Max); ++i)
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{
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PipelineStage pipelineStage = static_cast<PipelineStage>(i);
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if (pipelineStages.Test(pipelineStage))
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pipelineStageBits |= ToVulkan(pipelineStage);
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}
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for (PipelineStage pipelineStage : pipelineStages)
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pipelineStageBits |= ToVulkan(pipelineStage);
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return pipelineStageBits;
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}
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@@ -415,12 +407,8 @@ namespace Nz
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inline VkShaderStageFlags ToVulkan(nzsl::ShaderStageTypeFlags stageType)
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{
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VkShaderStageFlags shaderStageBits = 0;
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for (int i = 0; i <= UnderlyingCast(nzsl::ShaderStageType::Max); ++i)
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{
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nzsl::ShaderStageType shaderStage = static_cast<nzsl::ShaderStageType>(i);
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if (stageType.Test(shaderStage))
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shaderStageBits |= ToVulkan(shaderStage);
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}
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for (nzsl::ShaderStageType shaderStage : stageType)
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shaderStageBits |= ToVulkan(shaderStage);
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return shaderStageBits;
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}
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@@ -482,12 +470,8 @@ namespace Nz
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inline VkImageUsageFlags ToVulkan(TextureUsageFlags textureLayout)
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{
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VkImageUsageFlags imageUsageBits = 0;
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for (int i = 0; i <= UnderlyingCast(TextureUsage::Max); ++i)
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{
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TextureUsage textureUsage = static_cast<TextureUsage>(i);
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if (textureLayout.Test(textureUsage))
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imageUsageBits |= ToVulkan(textureUsage);
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}
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for (TextureUsage textureUsage : textureLayout)
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imageUsageBits |= ToVulkan(textureUsage);
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return imageUsageBits;
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}
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