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vk_graphics_pipeline: Use Shader::NumDescriptors when possible
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@ -402,13 +402,9 @@ void GraphicsPipeline::ConfigureImpl(bool is_indexed) {
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add_buffer(desc);
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}
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}
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for (const auto& desc : info.texture_descriptors) {
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texture_buffer_index += desc.count;
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}
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texture_buffer_index += Shader::NumDescriptors(info.texture_descriptors);
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if constexpr (Spec::has_images) {
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for (const auto& desc : info.image_descriptors) {
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texture_buffer_index += desc.count;
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}
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texture_buffer_index += Shader::NumDescriptors(info.image_descriptors);
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}
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}};
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if constexpr (Spec::enabled_stages[0]) {
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@ -826,18 +822,10 @@ void GraphicsPipeline::MakePipeline(VkRenderPass render_pass) {
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void GraphicsPipeline::Validate() {
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size_t num_images{};
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for (const auto& info : stage_infos) {
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for (const auto& desc : info.texture_buffer_descriptors) {
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num_images += desc.count;
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}
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for (const auto& desc : info.image_buffer_descriptors) {
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num_images += desc.count;
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}
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for (const auto& desc : info.texture_descriptors) {
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num_images += desc.count;
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}
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for (const auto& desc : info.image_descriptors) {
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num_images += desc.count;
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}
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num_images += Shader::NumDescriptors(info.texture_buffer_descriptors);
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num_images += Shader::NumDescriptors(info.image_buffer_descriptors);
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num_images += Shader::NumDescriptors(info.texture_descriptors);
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num_images += Shader::NumDescriptors(info.image_descriptors);
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}
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ASSERT(num_images <= MAX_IMAGE_ELEMENTS);
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}
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