Refactor enum flags with __underlying_type and new EnumHasAnyFlags/EnumHasAllFlags
Fixes #832 Closes #886
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@@ -259,7 +259,7 @@ bool ShaderCompiler::CompileShaders()
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for (int32 i = 0; i < meta->VS.Count(); i++)
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{
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auto& shader = meta->VS[i];
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ASSERT(shader.GetStage() == ShaderStage::Vertex && (shader.Flags & ShaderFlags::Hidden) == 0);
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ASSERT(shader.GetStage() == ShaderStage::Vertex && (shader.Flags & ShaderFlags::Hidden) == (ShaderFlags)0);
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PROFILE_COMPILE_SHADER(shader);
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if (CompileShader(shader, &WriteCustomDataVS))
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{
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@@ -272,7 +272,7 @@ bool ShaderCompiler::CompileShaders()
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for (int32 i = 0; i < meta->HS.Count(); i++)
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{
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auto& shader = meta->HS[i];
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ASSERT(shader.GetStage() == ShaderStage::Hull && (shader.Flags & ShaderFlags::Hidden) == 0);
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ASSERT(shader.GetStage() == ShaderStage::Hull && (shader.Flags & ShaderFlags::Hidden) == (ShaderFlags)0);
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PROFILE_COMPILE_SHADER(shader);
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if (CompileShader(shader, &WriteCustomDataHS))
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{
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@@ -285,7 +285,7 @@ bool ShaderCompiler::CompileShaders()
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for (int32 i = 0; i < meta->DS.Count(); i++)
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{
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auto& shader = meta->DS[i];
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ASSERT(shader.GetStage() == ShaderStage::Domain && (shader.Flags & ShaderFlags::Hidden) == 0);
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ASSERT(shader.GetStage() == ShaderStage::Domain && (shader.Flags & ShaderFlags::Hidden) == (ShaderFlags)0);
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PROFILE_COMPILE_SHADER(shader);
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if (CompileShader(shader))
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{
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@@ -298,7 +298,7 @@ bool ShaderCompiler::CompileShaders()
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for (int32 i = 0; i < meta->GS.Count(); i++)
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{
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auto& shader = meta->GS[i];
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ASSERT(shader.GetStage() == ShaderStage::Geometry && (shader.Flags & ShaderFlags::Hidden) == 0);
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ASSERT(shader.GetStage() == ShaderStage::Geometry && (shader.Flags & ShaderFlags::Hidden) == (ShaderFlags)0);
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PROFILE_COMPILE_SHADER(shader);
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if (CompileShader(shader))
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{
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@@ -311,7 +311,7 @@ bool ShaderCompiler::CompileShaders()
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for (int32 i = 0; i < meta->PS.Count(); i++)
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{
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auto& shader = meta->PS[i];
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ASSERT(shader.GetStage() == ShaderStage::Pixel && (shader.Flags & ShaderFlags::Hidden) == 0);
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ASSERT(shader.GetStage() == ShaderStage::Pixel && (shader.Flags & ShaderFlags::Hidden) == (ShaderFlags)0);
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PROFILE_COMPILE_SHADER(shader);
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if (CompileShader(shader))
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{
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@@ -324,7 +324,7 @@ bool ShaderCompiler::CompileShaders()
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for (int32 i = 0; i < meta->CS.Count(); i++)
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{
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auto& shader = meta->CS[i];
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ASSERT(shader.GetStage() == ShaderStage::Compute && (shader.Flags & ShaderFlags::Hidden) == 0);
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ASSERT(shader.GetStage() == ShaderStage::Compute && (shader.Flags & ShaderFlags::Hidden) == (ShaderFlags)0);
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PROFILE_COMPILE_SHADER(shader);
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if (CompileShader(shader))
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{
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