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use utils::vk_traits::*;
pub type RawVkQueryPipelineStatisticFlags = u32;
#[derive(Debug, Clone, Copy)]
pub struct VkQueryPipelineStatisticFlags {
pub input_assembly_vertices: bool,
pub input_assembly_primitives: bool,
pub vertex_shader_invocations: bool,
pub geometry_shader_invocations: bool,
pub geometry_shader_primitives: bool,
pub clipping_invocations: bool,
pub clipping_primitives: bool,
pub fragment_shader_invocations: bool,
pub tessellation_control_shader_patches: bool,
pub tessellation_evaluation_shader_invocations: bool,
pub compute_shader_invocations: bool,
}
impl VkRawType<VkQueryPipelineStatisticFlags> for RawVkQueryPipelineStatisticFlags {
fn vk_to_wrapped(src: &RawVkQueryPipelineStatisticFlags) -> VkQueryPipelineStatisticFlags {
VkQueryPipelineStatisticFlags {
input_assembly_vertices: (src & 0x00000001) != 0,
input_assembly_primitives: (src & 0x00000002) != 0,
vertex_shader_invocations: (src & 0x00000004) != 0,
geometry_shader_invocations: (src & 0x00000008) != 0,
geometry_shader_primitives: (src & 0x00000010) != 0,
clipping_invocations: (src & 0x00000020) != 0,
clipping_primitives: (src & 0x00000040) != 0,
fragment_shader_invocations: (src & 0x00000080) != 0,
tessellation_control_shader_patches: (src & 0x00000100) != 0,
tessellation_evaluation_shader_invocations: (src & 0x00000200) != 0,
compute_shader_invocations: (src & 0x00000400) != 0,
}
}
}
impl VkWrappedType<RawVkQueryPipelineStatisticFlags> for VkQueryPipelineStatisticFlags {
fn vk_to_raw(src: &VkQueryPipelineStatisticFlags, dst: &mut RawVkQueryPipelineStatisticFlags) {
*dst = 0;
if src.input_assembly_vertices { *dst |= 0x00000001; }
if src.input_assembly_primitives { *dst |= 0x00000002; }
if src.vertex_shader_invocations { *dst |= 0x00000004; }
if src.geometry_shader_invocations { *dst |= 0x00000008; }
if src.geometry_shader_primitives { *dst |= 0x00000010; }
if src.clipping_invocations { *dst |= 0x00000020; }
if src.clipping_primitives { *dst |= 0x00000040; }
if src.fragment_shader_invocations { *dst |= 0x00000080; }
if src.tessellation_control_shader_patches { *dst |= 0x00000100; }
if src.tessellation_evaluation_shader_invocations { *dst |= 0x00000200; }
if src.compute_shader_invocations { *dst |= 0x00000400; }
}
}
impl Default for VkQueryPipelineStatisticFlags {
fn default() -> VkQueryPipelineStatisticFlags {
VkQueryPipelineStatisticFlags {
input_assembly_vertices: false,
input_assembly_primitives: false,
vertex_shader_invocations: false,
geometry_shader_invocations: false,
geometry_shader_primitives: false,
clipping_invocations: false,
clipping_primitives: false,
fragment_shader_invocations: false,
tessellation_control_shader_patches: false,
tessellation_evaluation_shader_invocations: false,
compute_shader_invocations: false,
}
}
}
impl VkQueryPipelineStatisticFlags {
pub fn none() -> VkQueryPipelineStatisticFlags {
VkQueryPipelineStatisticFlags {
input_assembly_vertices: false,
input_assembly_primitives: false,
vertex_shader_invocations: false,
geometry_shader_invocations: false,
geometry_shader_primitives: false,
clipping_invocations: false,
clipping_primitives: false,
fragment_shader_invocations: false,
tessellation_control_shader_patches: false,
tessellation_evaluation_shader_invocations: false,
compute_shader_invocations: false,
}
}
pub fn all() -> VkQueryPipelineStatisticFlags {
VkQueryPipelineStatisticFlags {
input_assembly_vertices: true,
input_assembly_primitives: true,
vertex_shader_invocations: true,
geometry_shader_invocations: true,
geometry_shader_primitives: true,
clipping_invocations: true,
clipping_primitives: true,
fragment_shader_invocations: true,
tessellation_control_shader_patches: true,
tessellation_evaluation_shader_invocations: true,
compute_shader_invocations: true,
}
}
}