use librashader_reflect::reflect::semantics::BindingStage; use wgpu::ShaderStages; pub fn binding_stage_to_wgpu_stage(stage_mask: BindingStage) -> ShaderStages { let mut mask = ShaderStages::empty(); if stage_mask.contains(BindingStage::VERTEX) { mask |= ShaderStages::VERTEX; } if stage_mask.contains(BindingStage::FRAGMENT) { mask |= ShaderStages::FRAGMENT; } mask }