vk: Rename NUM_SHADER_STAGE to SHADER_STAGE_NUM
This is a refactor of more than just the header but it lets us finish reformating the shader stage enum.
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@@ -1635,8 +1635,8 @@ VkResult anv_CreateDescriptorSetLayout(
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assert(pCreateInfo->sType == VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO);
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uint32_t sampler_count[VK_NUM_SHADER_STAGE] = { 0, };
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uint32_t surface_count[VK_NUM_SHADER_STAGE] = { 0, };
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uint32_t sampler_count[VK_SHADER_STAGE_NUM] = { 0, };
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uint32_t surface_count[VK_SHADER_STAGE_NUM] = { 0, };
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uint32_t num_dynamic_buffers = 0;
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uint32_t count = 0;
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uint32_t stages = 0;
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@@ -1685,7 +1685,7 @@ VkResult anv_CreateDescriptorSetLayout(
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uint32_t sampler_total = 0;
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uint32_t surface_total = 0;
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for (uint32_t s = 0; s < VK_NUM_SHADER_STAGE; s++) {
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for (uint32_t s = 0; s < VK_SHADER_STAGE_NUM; s++) {
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sampler_total += sampler_count[s];
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surface_total += surface_count[s];
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}
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@@ -1702,9 +1702,9 @@ VkResult anv_CreateDescriptorSetLayout(
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set_layout->shader_stages = stages;
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struct anv_descriptor_slot *p = set_layout->entries;
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struct anv_descriptor_slot *sampler[VK_NUM_SHADER_STAGE];
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struct anv_descriptor_slot *surface[VK_NUM_SHADER_STAGE];
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for (uint32_t s = 0; s < VK_NUM_SHADER_STAGE; s++) {
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struct anv_descriptor_slot *sampler[VK_SHADER_STAGE_NUM];
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struct anv_descriptor_slot *surface[VK_SHADER_STAGE_NUM];
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for (uint32_t s = 0; s < VK_SHADER_STAGE_NUM; s++) {
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set_layout->stage[s].surface_count = surface_count[s];
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set_layout->stage[s].surface_start = surface[s] = p;
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p += surface_count[s];
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