#ifdef CONTAINER_PART CONTAINER_PART(DXIL) CONTAINER_PART(SFI0) CONTAINER_PART(HASH) CONTAINER_PART(PSV0) CONTAINER_PART(ISG1) CONTAINER_PART(OSG1) CONTAINER_PART(PSG1) #undef CONTAINER_PART #endif #ifdef SHADER_FLAG SHADER_FLAG(0, Doubles, "Double-precision floating point") SHADER_FLAG(1, ComputeShadersPlusRawAndStructuredBuffers, "Raw and Structured buffers") SHADER_FLAG(2, UAVsAtEveryStage, "UAVs at every shader stage") SHADER_FLAG(3, Max64UAVs, "64 UAV slots") SHADER_FLAG(4, MinimumPrecision, "Minimum-precision data types") SHADER_FLAG(5, DX11_1_DoubleExtensions, "Double-precision extensions for 11.1") SHADER_FLAG(6, DX11_1_ShaderExtensions, "Shader extensions for 11.1") SHADER_FLAG(7, LEVEL9ComparisonFiltering, "Comparison filtering for feature level 9") SHADER_FLAG(8, TiledResources, "Tiled resources") SHADER_FLAG(9, StencilRef, "PS Output Stencil Ref") SHADER_FLAG(10, InnerCoverage, "PS Inner Coverage") SHADER_FLAG(11, TypedUAVLoadAdditionalFormats, "Typed UAV Load Additional Formats") SHADER_FLAG(12, ROVs, "Raster Ordered UAVs") SHADER_FLAG(13, ViewportAndRTArrayIndexFromAnyShaderFeedingRasterizer, "SV_RenderTargetArrayIndex or SV_ViewportArrayIndex from any shader feeding rasterizer") SHADER_FLAG(14, WaveOps, "Wave level operations") SHADER_FLAG(15, Int64Ops, "64-Bit integer") SHADER_FLAG(16, ViewID, "View Instancing") SHADER_FLAG(17, Barycentrics, "Barycentrics") SHADER_FLAG(18, NativeLowPrecision, "Use native low precision") SHADER_FLAG(19, ShadingRate, "Shading Rate") SHADER_FLAG(20, Raytracing_Tier_1_1, "Raytracing tier 1.1 features") SHADER_FLAG(21, SamplerFeedback, "Sampler feedback") SHADER_FLAG(22, AtomicInt64OnTypedResource, "64-bit Atomics on Typed Resources") SHADER_FLAG(23, AtomicInt64OnGroupShared, "64-bit Atomics on Group Shared") SHADER_FLAG(24, DerivativesInMeshAndAmpShaders, "Derivatives in mesh and amplification shaders") SHADER_FLAG(25, ResourceDescriptorHeapIndexing, "Resource descriptor heap indexing") SHADER_FLAG(26, SamplerDescriptorHeapIndexing, "Sampler descriptor heap indexing") SHADER_FLAG(27, RESERVED, "") SHADER_FLAG(28, AtomicInt64OnHeapResource, "64-bit Atomics on Heap Resources") SHADER_FLAG(29, AdvancedTextureOps, "Advanced Texture Ops") SHADER_FLAG(30, WriteableMSAATextures, "Writeable MSAA Textures") SHADER_FLAG(31, NextUnusedBit, "Next reserved shader flag bit (not a flag)") #undef SHADER_FLAG #endif #ifdef SEMANTIC_KIND SEMANTIC_KIND(0, Arbitrary) SEMANTIC_KIND(1, VertexID) SEMANTIC_KIND(2, InstanceID) SEMANTIC_KIND(3, Position) SEMANTIC_KIND(4, RenderTargetArrayIndex) SEMANTIC_KIND(5, ViewPortArrayIndex) SEMANTIC_KIND(6, ClipDistance) SEMANTIC_KIND(7, CullDistance) SEMANTIC_KIND(8, OutputControlPointID) SEMANTIC_KIND(9, DomainLocation) SEMANTIC_KIND(10, PrimitiveID) SEMANTIC_KIND(11, GSInstanceID) SEMANTIC_KIND(12, SampleIndex) SEMANTIC_KIND(13, IsFrontFace) SEMANTIC_KIND(14, Coverage) SEMANTIC_KIND(15, InnerCoverage) SEMANTIC_KIND(16, Target) SEMANTIC_KIND(17, Depth) SEMANTIC_KIND(18, DepthLessEqual) SEMANTIC_KIND(19, DepthGreaterEqual) SEMANTIC_KIND(20, StencilRef) SEMANTIC_KIND(21, DispatchThreadID) SEMANTIC_KIND(22, GroupID) SEMANTIC_KIND(23, GroupIndex) SEMANTIC_KIND(24, GroupThreadID) SEMANTIC_KIND(25, TessFactor) SEMANTIC_KIND(26, InsideTessFactor) SEMANTIC_KIND(27, ViewID) SEMANTIC_KIND(28, Barycentrics) SEMANTIC_KIND(29, ShadingRate) SEMANTIC_KIND(30, CullPrimitive) SEMANTIC_KIND(30, Invalid) #undef SEMANTIC_KIND #endif #ifdef COMPONENT_TYPE COMPONENT_TYPE(0, Unknown) COMPONENT_TYPE(1, UInt32) COMPONENT_TYPE(2, SInt32) COMPONENT_TYPE(3, Float32) COMPONENT_TYPE(4, UInt16) COMPONENT_TYPE(5, SInt16) COMPONENT_TYPE(6, Float16) COMPONENT_TYPE(7, UInt64) COMPONENT_TYPE(8, SInt64) COMPONENT_TYPE(9, Float64) #undef COMPONENT_TYPE #endif #ifdef COMPONENT_PRECISION COMPONENT_PRECISION(0, Default) COMPONENT_PRECISION(1, Float16) COMPONENT_PRECISION(2, Float2_8) COMPONENT_PRECISION(3, Reserved) COMPONENT_PRECISION(4, SInt16) COMPONENT_PRECISION(5, UInt16) COMPONENT_PRECISION(0xf0, Any16) COMPONENT_PRECISION(0xf1, Any10) #undef COMPONENT_PRECISION #endif #ifdef INTERPOLATION_MODE INTERPOLATION_MODE(0, Undefined) INTERPOLATION_MODE(1, Constant) INTERPOLATION_MODE(2, Linear) INTERPOLATION_MODE(3, LinearCentroid) INTERPOLATION_MODE(4, LinearNoperspective) INTERPOLATION_MODE(5, LinearNoperspectiveCentroid) INTERPOLATION_MODE(6, LinearSample) INTERPOLATION_MODE(7, LinearNoperspectiveSample) INTERPOLATION_MODE(8, Invalid) #undef INTERPOLATION_MODE #endif #ifdef D3D_SYSTEM_VALUE D3D_SYSTEM_VALUE(0, Undefined) D3D_SYSTEM_VALUE(1, Position) D3D_SYSTEM_VALUE(2, ClipDistance) D3D_SYSTEM_VALUE(3, CullDistance) D3D_SYSTEM_VALUE(4, RenderTargetArrayIndex) D3D_SYSTEM_VALUE(5, ViewPortArrayIndex) D3D_SYSTEM_VALUE(6, VertexID) D3D_SYSTEM_VALUE(7, PrimitiveID) D3D_SYSTEM_VALUE(8, InstanceID) D3D_SYSTEM_VALUE(9, IsFrontFace) D3D_SYSTEM_VALUE(10, SampleIndex) D3D_SYSTEM_VALUE(11, FinalQuadEdgeTessfactor) D3D_SYSTEM_VALUE(12, FinalQuadInsideTessfactor) D3D_SYSTEM_VALUE(13, FinalTriEdgeTessfactor) D3D_SYSTEM_VALUE(14, FinalTriInsideTessfactor) D3D_SYSTEM_VALUE(15, FinalLineDetailTessfactor) D3D_SYSTEM_VALUE(16, FinalLineDensityTessfactor) D3D_SYSTEM_VALUE(23, Barycentrics) D3D_SYSTEM_VALUE(24, ShadingRate) D3D_SYSTEM_VALUE(25, CullPrimitive) D3D_SYSTEM_VALUE(64, Target) D3D_SYSTEM_VALUE(65, Depth) D3D_SYSTEM_VALUE(66, Coverage) D3D_SYSTEM_VALUE(67, DepthGE) D3D_SYSTEM_VALUE(68, DepthLE) D3D_SYSTEM_VALUE(69, StencilRef) D3D_SYSTEM_VALUE(70, InnerCoverage) #undef D3D_SYSTEM_VALUE #endif