Startet to terribly implement a list
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#include "VulkanGraphicsEnums.h"
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using namespace Seele;
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VkDescriptorType Seele::cast(const SeDescriptorType& descriptorType)
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{
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switch (descriptorType)
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{
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case SE_DESCRIPTOR_TYPE_SAMPLER:
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return VK_DESCRIPTOR_TYPE_SAMPLER;
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case SE_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER:
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return VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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case SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE:
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return VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
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case SE_DESCRIPTOR_TYPE_STORAGE_IMAGE:
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return VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
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case SE_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER:
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return VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER;
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case SE_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER:
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return VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER;
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case SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER:
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return VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
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case SE_DESCRIPTOR_TYPE_STORAGE_BUFFER:
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return VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
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case SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC:
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return VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
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case SE_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC:
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return VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC;
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case SE_DESCRIPTOR_TYPE_INPUT_ATTACHMENT:
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return VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT;
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case SE_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT:
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return VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT;
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case SE_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_NV:
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return VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_NV;
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default:
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break;
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}
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}
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SeDescriptorType Seele::cast(const VkDescriptorType& descriptorType)
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{
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switch (descriptorType)
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{
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case VK_DESCRIPTOR_TYPE_SAMPLER:
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return SE_DESCRIPTOR_TYPE_SAMPLER;
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case VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER:
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return SE_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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case VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE:
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return SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
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case VK_DESCRIPTOR_TYPE_STORAGE_IMAGE:
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return SE_DESCRIPTOR_TYPE_STORAGE_IMAGE;
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case VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER:
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return SE_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER;
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case VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER:
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return SE_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER;
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case VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER:
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return SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
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case VK_DESCRIPTOR_TYPE_STORAGE_BUFFER:
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return SE_DESCRIPTOR_TYPE_STORAGE_BUFFER;
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case VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC:
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return SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
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case VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC:
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return SE_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC;
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case VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT:
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return SE_DESCRIPTOR_TYPE_INPUT_ATTACHMENT;
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case VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT:
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return SE_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT;
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case VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_NV:
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return SE_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_NV;
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default:
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break;
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}
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}
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VkShaderStageFlagBits Seele::cast(const SeShaderStageFlagBits& stage)
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{
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switch (stage)
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{
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case SE_SHADER_STAGE_VERTEX_BIT:
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return VK_SHADER_STAGE_VERTEX_BIT;
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case SE_SHADER_STAGE_TESSELLATION_CONTROL_BIT:
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return VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT;
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case SE_SHADER_STAGE_TESSELLATION_EVALUATION_BIT:
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return VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT;
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case SE_SHADER_STAGE_GEOMETRY_BIT:
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return VK_SHADER_STAGE_GEOMETRY_BIT;
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case SE_SHADER_STAGE_FRAGMENT_BIT:
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return VK_SHADER_STAGE_FRAGMENT_BIT;
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case SE_SHADER_STAGE_COMPUTE_BIT:
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return VK_SHADER_STAGE_COMPUTE_BIT;
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case SE_SHADER_STAGE_ALL_GRAPHICS:
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return VK_SHADER_STAGE_ALL_GRAPHICS;
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case SE_SHADER_STAGE_ALL:
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return VK_SHADER_STAGE_ALL;
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case SE_SHADER_STAGE_RAYGEN_BIT_NV:
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return VK_SHADER_STAGE_RAYGEN_BIT_NV;
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case SE_SHADER_STAGE_ANY_HIT_BIT_NV:
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return VK_SHADER_STAGE_ANY_HIT_BIT_NV;
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case SE_SHADER_STAGE_CLOSEST_HIT_BIT_NV:
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return VK_SHADER_STAGE_CLOSEST_HIT_BIT_NV;
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case SE_SHADER_STAGE_MISS_BIT_NV:
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return VK_SHADER_STAGE_MISS_BIT_NV;
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case SE_SHADER_STAGE_INTERSECTION_BIT_NV:
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return VK_SHADER_STAGE_INTERSECTION_BIT_NV;
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case SE_SHADER_STAGE_CALLABLE_BIT_NV:
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return VK_SHADER_STAGE_CALLABLE_BIT_NV;
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case SE_SHADER_STAGE_TASK_BIT_NV:
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return VK_SHADER_STAGE_TASK_BIT_NV;
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case SE_SHADER_STAGE_MESH_BIT_NV:
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return VK_SHADER_STAGE_MESH_BIT_NV;
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default:
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break;
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}
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}
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SeShaderStageFlagBits Seele::cast(const VkShaderStageFlagBits& stage)
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{
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switch (stage)
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{
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case VK_SHADER_STAGE_VERTEX_BIT:
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return SE_SHADER_STAGE_VERTEX_BIT;
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case VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT:
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return SE_SHADER_STAGE_TESSELLATION_CONTROL_BIT;
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case VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT:
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return SE_SHADER_STAGE_TESSELLATION_EVALUATION_BIT;
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case VK_SHADER_STAGE_GEOMETRY_BIT:
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return SE_SHADER_STAGE_GEOMETRY_BIT;
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case VK_SHADER_STAGE_FRAGMENT_BIT:
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return SE_SHADER_STAGE_FRAGMENT_BIT;
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case VK_SHADER_STAGE_COMPUTE_BIT:
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return SE_SHADER_STAGE_COMPUTE_BIT;
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case VK_SHADER_STAGE_ALL_GRAPHICS:
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return SE_SHADER_STAGE_ALL_GRAPHICS;
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case VK_SHADER_STAGE_ALL:
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return SE_SHADER_STAGE_ALL;
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case VK_SHADER_STAGE_RAYGEN_BIT_NV:
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return SE_SHADER_STAGE_RAYGEN_BIT_NV;
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case VK_SHADER_STAGE_ANY_HIT_BIT_NV:
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return SE_SHADER_STAGE_ANY_HIT_BIT_NV;
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case VK_SHADER_STAGE_CLOSEST_HIT_BIT_NV:
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return SE_SHADER_STAGE_CLOSEST_HIT_BIT_NV;
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case VK_SHADER_STAGE_MISS_BIT_NV:
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return SE_SHADER_STAGE_MISS_BIT_NV;
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case VK_SHADER_STAGE_INTERSECTION_BIT_NV:
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return SE_SHADER_STAGE_INTERSECTION_BIT_NV;
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case VK_SHADER_STAGE_CALLABLE_BIT_NV:
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return SE_SHADER_STAGE_CALLABLE_BIT_NV;
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case VK_SHADER_STAGE_TASK_BIT_NV:
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return SE_SHADER_STAGE_TASK_BIT_NV;
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case VK_SHADER_STAGE_MESH_BIT_NV:
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return SE_SHADER_STAGE_MESH_BIT_NV;
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default:
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break;
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}
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}
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