// Licensed under the Apache License, Version 2.0 // or the MIT license // , at your option. // All files in the project carrying such notice may not be copied, modified, or distributed // except according to those terms. use shared::minwindef::{DWORD, UINT}; ENUM!{enum D3D10_SB_TOKENIZED_PROGRAM_TYPE { D3D10_SB_PIXEL_SHADER = 0, D3D10_SB_VERTEX_SHADER = 1, D3D10_SB_GEOMETRY_SHADER = 2, D3D11_SB_HULL_SHADER = 3, D3D11_SB_DOMAIN_SHADER = 4, D3D11_SB_COMPUTE_SHADER = 5, D3D11_SB_RESERVED0 = 0xFFF0, }} pub const D3D10_SB_TOKENIZED_PROGRAM_TYPE_MASK: DWORD = 0xffff0000; pub const D3D10_SB_TOKENIZED_PROGRAM_TYPE_SHIFT: DWORD = 16; #[inline] pub fn DECODE_D3D10_SB_TOKENIZED_PROGRAM_TYPE(VerTok: DWORD) -> DWORD { ((VerTok & D3D10_SB_TOKENIZED_PROGRAM_TYPE_MASK) >> D3D10_SB_TOKENIZED_PROGRAM_TYPE_SHIFT) as D3D10_SB_TOKENIZED_PROGRAM_TYPE } pub const D3D10_SB_TOKENIZED_PROGRAM_MAJOR_VERSION_MASK: DWORD = 0x000000f0; pub const D3D10_SB_TOKENIZED_PROGRAM_MAJOR_VERSION_SHIFT: DWORD = 4; pub const D3D10_SB_TOKENIZED_PROGRAM_MINOR_VERSION_MASK: DWORD = 0x0000000f; #[inline] pub fn DECODE_D3D10_SB_TOKENIZED_PROGRAM_MAJOR_VERSION(VerTok: DWORD) -> DWORD { (VerTok & D3D10_SB_TOKENIZED_PROGRAM_MAJOR_VERSION_MASK) >> D3D10_SB_TOKENIZED_PROGRAM_MAJOR_VERSION_SHIFT } #[inline] pub fn DECODE_D3D10_SB_TOKENIZED_PROGRAM_MINOR_VERSION(VerTok: DWORD) -> DWORD { VerTok & D3D10_SB_TOKENIZED_PROGRAM_MINOR_VERSION_MASK } #[inline] pub fn ENCODE_D3D10_SB_TOKENIZED_PROGRAM_VERSION_TOKEN( ProgType: DWORD, MajorVer: DWORD, MinorVer: DWORD, ) -> DWORD { ((ProgType << D3D10_SB_TOKENIZED_PROGRAM_TYPE_SHIFT) & D3D10_SB_TOKENIZED_PROGRAM_TYPE_MASK) | ((MajorVer << D3D10_SB_TOKENIZED_PROGRAM_MAJOR_VERSION_SHIFT) & D3D10_SB_TOKENIZED_PROGRAM_MAJOR_VERSION_MASK) | (MinorVer & D3D10_SB_TOKENIZED_PROGRAM_MINOR_VERSION_MASK) } #[inline] pub fn DECODE_D3D10_SB_TOKENIZED_PROGRAM_LENGTH(LenTok: DWORD) -> DWORD { LenTok } #[inline] pub fn ENCODE_D3D10_SB_TOKENIZED_PROGRAM_LENGTH(Length: DWORD) -> DWORD { Length } pub const MAX_D3D10_SB_TOKENIZED_PROGRAM_LENGTH: DWORD = 0xffffffff; ENUM!{enum D3D10_SB_OPCODE_TYPE { D3D10_SB_OPCODE_ADD = 0, D3D10_SB_OPCODE_AND = 1, D3D10_SB_OPCODE_BREAK = 2, D3D10_SB_OPCODE_BREAKC = 3, D3D10_SB_OPCODE_CALL = 4, D3D10_SB_OPCODE_CALLC = 5, D3D10_SB_OPCODE_CASE = 6, D3D10_SB_OPCODE_CONTINUE = 7, D3D10_SB_OPCODE_CONTINUEC = 8, D3D10_SB_OPCODE_CUT = 9, D3D10_SB_OPCODE_DEFAULT = 10, D3D10_SB_OPCODE_DERIV_RTX = 11, D3D10_SB_OPCODE_DERIV_RTY = 12, D3D10_SB_OPCODE_DISCARD = 13, D3D10_SB_OPCODE_DIV = 14, D3D10_SB_OPCODE_DP2 = 15, D3D10_SB_OPCODE_DP3 = 16, D3D10_SB_OPCODE_DP4 = 17, D3D10_SB_OPCODE_ELSE = 18, D3D10_SB_OPCODE_EMIT = 19, D3D10_SB_OPCODE_EMITTHENCUT = 20, D3D10_SB_OPCODE_ENDIF = 21, D3D10_SB_OPCODE_ENDLOOP = 22, D3D10_SB_OPCODE_ENDSWITCH = 23, D3D10_SB_OPCODE_EQ = 24, D3D10_SB_OPCODE_EXP = 25, D3D10_SB_OPCODE_FRC = 26, D3D10_SB_OPCODE_FTOI = 27, D3D10_SB_OPCODE_FTOU = 28, D3D10_SB_OPCODE_GE = 29, D3D10_SB_OPCODE_IADD = 30, D3D10_SB_OPCODE_IF = 31, D3D10_SB_OPCODE_IEQ = 32, D3D10_SB_OPCODE_IGE = 33, D3D10_SB_OPCODE_ILT = 34, D3D10_SB_OPCODE_IMAD = 35, D3D10_SB_OPCODE_IMAX = 36, D3D10_SB_OPCODE_IMIN = 37, D3D10_SB_OPCODE_IMUL = 38, D3D10_SB_OPCODE_INE = 39, D3D10_SB_OPCODE_INEG = 40, D3D10_SB_OPCODE_ISHL = 41, D3D10_SB_OPCODE_ISHR = 42, D3D10_SB_OPCODE_ITOF = 43, D3D10_SB_OPCODE_LABEL = 44, D3D10_SB_OPCODE_LD = 45, D3D10_SB_OPCODE_LD_MS = 46, D3D10_SB_OPCODE_LOG = 47, D3D10_SB_OPCODE_LOOP = 48, D3D10_SB_OPCODE_LT = 49, D3D10_SB_OPCODE_MAD = 50, D3D10_SB_OPCODE_MIN = 51, D3D10_SB_OPCODE_MAX = 52, D3D10_SB_OPCODE_CUSTOMDATA = 53, D3D10_SB_OPCODE_MOV = 54, D3D10_SB_OPCODE_MOVC = 55, D3D10_SB_OPCODE_MUL = 56, D3D10_SB_OPCODE_NE = 57, D3D10_SB_OPCODE_NOP = 58, D3D10_SB_OPCODE_NOT = 59, D3D10_SB_OPCODE_OR = 60, D3D10_SB_OPCODE_RESINFO = 61, D3D10_SB_OPCODE_RET = 62, D3D10_SB_OPCODE_RETC = 63, D3D10_SB_OPCODE_ROUND_NE = 64, D3D10_SB_OPCODE_ROUND_NI = 65, D3D10_SB_OPCODE_ROUND_PI = 66, D3D10_SB_OPCODE_ROUND_Z = 67, D3D10_SB_OPCODE_RSQ = 68, D3D10_SB_OPCODE_SAMPLE = 69, D3D10_SB_OPCODE_SAMPLE_C = 70, D3D10_SB_OPCODE_SAMPLE_C_LZ = 71, D3D10_SB_OPCODE_SAMPLE_L = 72, D3D10_SB_OPCODE_SAMPLE_D = 73, D3D10_SB_OPCODE_SAMPLE_B = 74, D3D10_SB_OPCODE_SQRT = 75, D3D10_SB_OPCODE_SWITCH = 76, D3D10_SB_OPCODE_SINCOS = 77, D3D10_SB_OPCODE_UDIV = 78, D3D10_SB_OPCODE_ULT = 79, D3D10_SB_OPCODE_UGE = 80, D3D10_SB_OPCODE_UMUL = 81, D3D10_SB_OPCODE_UMAD = 82, D3D10_SB_OPCODE_UMAX = 83, D3D10_SB_OPCODE_UMIN = 84, D3D10_SB_OPCODE_USHR = 85, D3D10_SB_OPCODE_UTOF = 86, D3D10_SB_OPCODE_XOR = 87, D3D10_SB_OPCODE_DCL_RESOURCE = 88, D3D10_SB_OPCODE_DCL_CONSTANT_BUFFER = 89, D3D10_SB_OPCODE_DCL_SAMPLER = 90, D3D10_SB_OPCODE_DCL_INDEX_RANGE = 91, D3D10_SB_OPCODE_DCL_GS_OUTPUT_PRIMITIVE_TOPOLOGY = 92, D3D10_SB_OPCODE_DCL_GS_INPUT_PRIMITIVE = 93, D3D10_SB_OPCODE_DCL_MAX_OUTPUT_VERTEX_COUNT = 94, D3D10_SB_OPCODE_DCL_INPUT = 95, D3D10_SB_OPCODE_DCL_INPUT_SGV = 96, D3D10_SB_OPCODE_DCL_INPUT_SIV = 97, D3D10_SB_OPCODE_DCL_INPUT_PS = 98, D3D10_SB_OPCODE_DCL_INPUT_PS_SGV = 99, D3D10_SB_OPCODE_DCL_INPUT_PS_SIV = 100, D3D10_SB_OPCODE_DCL_OUTPUT = 101, D3D10_SB_OPCODE_DCL_OUTPUT_SGV = 102, D3D10_SB_OPCODE_DCL_OUTPUT_SIV = 103, D3D10_SB_OPCODE_DCL_TEMPS = 104, D3D10_SB_OPCODE_DCL_INDEXABLE_TEMP = 105, D3D10_SB_OPCODE_DCL_GLOBAL_FLAGS = 106, D3D10_SB_OPCODE_RESERVED0 = 107, D3D10_1_SB_OPCODE_LOD = 108, D3D10_1_SB_OPCODE_GATHER4 = 109, D3D10_1_SB_OPCODE_SAMPLE_POS = 110, D3D10_1_SB_OPCODE_SAMPLE_INFO = 111, D3D10_1_SB_OPCODE_RESERVED1 = 112, D3D11_SB_OPCODE_HS_DECLS = 113, D3D11_SB_OPCODE_HS_CONTROL_POINT_PHASE = 114, D3D11_SB_OPCODE_HS_FORK_PHASE = 115, D3D11_SB_OPCODE_HS_JOIN_PHASE = 116, D3D11_SB_OPCODE_EMIT_STREAM = 117, D3D11_SB_OPCODE_CUT_STREAM = 118, D3D11_SB_OPCODE_EMITTHENCUT_STREAM = 119, D3D11_SB_OPCODE_INTERFACE_CALL = 120, D3D11_SB_OPCODE_BUFINFO = 121, D3D11_SB_OPCODE_DERIV_RTX_COARSE = 122, D3D11_SB_OPCODE_DERIV_RTX_FINE = 123, D3D11_SB_OPCODE_DERIV_RTY_COARSE = 124, D3D11_SB_OPCODE_DERIV_RTY_FINE = 125, D3D11_SB_OPCODE_GATHER4_C = 126, D3D11_SB_OPCODE_GATHER4_PO = 127, D3D11_SB_OPCODE_GATHER4_PO_C = 128, D3D11_SB_OPCODE_RCP = 129, D3D11_SB_OPCODE_F32TOF16 = 130, D3D11_SB_OPCODE_F16TOF32 = 131, D3D11_SB_OPCODE_UADDC = 132, D3D11_SB_OPCODE_USUBB = 133, D3D11_SB_OPCODE_COUNTBITS = 134, D3D11_SB_OPCODE_FIRSTBIT_HI = 135, D3D11_SB_OPCODE_FIRSTBIT_LO = 136, D3D11_SB_OPCODE_FIRSTBIT_SHI = 137, D3D11_SB_OPCODE_UBFE = 138, D3D11_SB_OPCODE_IBFE = 139, D3D11_SB_OPCODE_BFI = 140, D3D11_SB_OPCODE_BFREV = 141, D3D11_SB_OPCODE_SWAPC = 142, D3D11_SB_OPCODE_DCL_STREAM = 143, D3D11_SB_OPCODE_DCL_FUNCTION_BODY = 144, D3D11_SB_OPCODE_DCL_FUNCTION_TABLE = 145, D3D11_SB_OPCODE_DCL_INTERFACE = 146, D3D11_SB_OPCODE_DCL_INPUT_CONTROL_POINT_COUNT = 147, D3D11_SB_OPCODE_DCL_OUTPUT_CONTROL_POINT_COUNT = 148, D3D11_SB_OPCODE_DCL_TESS_DOMAIN = 149, D3D11_SB_OPCODE_DCL_TESS_PARTITIONING = 150, D3D11_SB_OPCODE_DCL_TESS_OUTPUT_PRIMITIVE = 151, D3D11_SB_OPCODE_DCL_HS_MAX_TESSFACTOR = 152, D3D11_SB_OPCODE_DCL_HS_FORK_PHASE_INSTANCE_COUNT = 153, D3D11_SB_OPCODE_DCL_HS_JOIN_PHASE_INSTANCE_COUNT = 154, D3D11_SB_OPCODE_DCL_THREAD_GROUP = 155, D3D11_SB_OPCODE_DCL_UNORDERED_ACCESS_VIEW_TYPED = 156, D3D11_SB_OPCODE_DCL_UNORDERED_ACCESS_VIEW_RAW = 157, D3D11_SB_OPCODE_DCL_UNORDERED_ACCESS_VIEW_STRUCTURED = 158, D3D11_SB_OPCODE_DCL_THREAD_GROUP_SHARED_MEMORY_RAW = 159, D3D11_SB_OPCODE_DCL_THREAD_GROUP_SHARED_MEMORY_STRUCTURED = 160, D3D11_SB_OPCODE_DCL_RESOURCE_RAW = 161, D3D11_SB_OPCODE_DCL_RESOURCE_STRUCTURED = 162, D3D11_SB_OPCODE_LD_UAV_TYPED = 163, D3D11_SB_OPCODE_STORE_UAV_TYPED = 164, D3D11_SB_OPCODE_LD_RAW = 165, D3D11_SB_OPCODE_STORE_RAW = 166, D3D11_SB_OPCODE_LD_STRUCTURED = 167, D3D11_SB_OPCODE_STORE_STRUCTURED = 168, D3D11_SB_OPCODE_ATOMIC_AND = 169, D3D11_SB_OPCODE_ATOMIC_OR = 170, D3D11_SB_OPCODE_ATOMIC_XOR = 171, D3D11_SB_OPCODE_ATOMIC_CMP_STORE = 172, D3D11_SB_OPCODE_ATOMIC_IADD = 173, D3D11_SB_OPCODE_ATOMIC_IMAX = 174, D3D11_SB_OPCODE_ATOMIC_IMIN = 175, D3D11_SB_OPCODE_ATOMIC_UMAX = 176, D3D11_SB_OPCODE_ATOMIC_UMIN = 177, D3D11_SB_OPCODE_IMM_ATOMIC_ALLOC = 178, D3D11_SB_OPCODE_IMM_ATOMIC_CONSUME = 179, D3D11_SB_OPCODE_IMM_ATOMIC_IADD = 180, D3D11_SB_OPCODE_IMM_ATOMIC_AND = 181, D3D11_SB_OPCODE_IMM_ATOMIC_OR = 182, D3D11_SB_OPCODE_IMM_ATOMIC_XOR = 183, D3D11_SB_OPCODE_IMM_ATOMIC_EXCH = 184, D3D11_SB_OPCODE_IMM_ATOMIC_CMP_EXCH = 185, D3D11_SB_OPCODE_IMM_ATOMIC_IMAX = 186, D3D11_SB_OPCODE_IMM_ATOMIC_IMIN = 187, D3D11_SB_OPCODE_IMM_ATOMIC_UMAX = 188, D3D11_SB_OPCODE_IMM_ATOMIC_UMIN = 189, D3D11_SB_OPCODE_SYNC = 190, D3D11_SB_OPCODE_DADD = 191, D3D11_SB_OPCODE_DMAX = 192, D3D11_SB_OPCODE_DMIN = 193, D3D11_SB_OPCODE_DMUL = 194, D3D11_SB_OPCODE_DEQ = 195, D3D11_SB_OPCODE_DGE = 196, D3D11_SB_OPCODE_DLT = 197, D3D11_SB_OPCODE_DNE = 198, D3D11_SB_OPCODE_DMOV = 199, D3D11_SB_OPCODE_DMOVC = 200, D3D11_SB_OPCODE_DTOF = 201, D3D11_SB_OPCODE_FTOD = 202, D3D11_SB_OPCODE_EVAL_SNAPPED = 203, D3D11_SB_OPCODE_EVAL_SAMPLE_INDEX = 204, D3D11_SB_OPCODE_EVAL_CENTROID = 205, D3D11_SB_OPCODE_DCL_GS_INSTANCE_COUNT = 206, D3D11_SB_OPCODE_ABORT = 207, D3D11_SB_OPCODE_DEBUG_BREAK = 208, D3D11_SB_OPCODE_RESERVED0 = 209, D3D11_1_SB_OPCODE_DDIV = 210, D3D11_1_SB_OPCODE_DFMA = 211, D3D11_1_SB_OPCODE_DRCP = 212, D3D11_1_SB_OPCODE_MSAD = 213, D3D11_1_SB_OPCODE_DTOI = 214, D3D11_1_SB_OPCODE_DTOU = 215, D3D11_1_SB_OPCODE_ITOD = 216, D3D11_1_SB_OPCODE_UTOD = 217, D3D11_1_SB_OPCODE_RESERVED0 = 218, D3DWDDM1_3_SB_OPCODE_GATHER4_FEEDBACK = 219, D3DWDDM1_3_SB_OPCODE_GATHER4_C_FEEDBACK = 220, D3DWDDM1_3_SB_OPCODE_GATHER4_PO_FEEDBACK = 221, D3DWDDM1_3_SB_OPCODE_GATHER4_PO_C_FEEDBACK = 222, D3DWDDM1_3_SB_OPCODE_LD_FEEDBACK = 223, D3DWDDM1_3_SB_OPCODE_LD_MS_FEEDBACK = 224, D3DWDDM1_3_SB_OPCODE_LD_UAV_TYPED_FEEDBACK = 225, D3DWDDM1_3_SB_OPCODE_LD_RAW_FEEDBACK = 226, D3DWDDM1_3_SB_OPCODE_LD_STRUCTURED_FEEDBACK = 227, D3DWDDM1_3_SB_OPCODE_SAMPLE_L_FEEDBACK = 228, D3DWDDM1_3_SB_OPCODE_SAMPLE_C_LZ_FEEDBACK = 229, D3DWDDM1_3_SB_OPCODE_SAMPLE_CLAMP_FEEDBACK = 230, D3DWDDM1_3_SB_OPCODE_SAMPLE_B_CLAMP_FEEDBACK = 231, D3DWDDM1_3_SB_OPCODE_SAMPLE_D_CLAMP_FEEDBACK = 232, D3DWDDM1_3_SB_OPCODE_SAMPLE_C_CLAMP_FEEDBACK = 233, D3DWDDM1_3_SB_OPCODE_CHECK_ACCESS_FULLY_MAPPED = 234, D3DWDDM1_3_SB_OPCODE_RESERVED0 = 235, D3D10_SB_NUM_OPCODES = 236, }} pub const D3D10_SB_OPCODE_TYPE_MASK: DWORD = 0x00007ff; #[inline] pub fn DECODE_D3D10_SB_OPCODE_TYPE(OpcodeToken0: DWORD) -> D3D10_SB_OPCODE_TYPE { (OpcodeToken0 & D3D10_SB_OPCODE_TYPE_MASK) as D3D10_SB_OPCODE_TYPE } #[inline] pub fn ENCODE_D3D10_SB_OPCODE_TYPE(OpcodeName: D3D10_SB_OPCODE_TYPE) -> DWORD { OpcodeName & D3D10_SB_OPCODE_TYPE_MASK } pub const D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH_MASK: DWORD = 0x7f000000; pub const D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH_SHIFT: DWORD = 24; #[inline] pub fn DECODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(OpcodeToken0: DWORD) -> DWORD { (OpcodeToken0 & D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH_MASK) >> D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH_SHIFT } #[inline] pub fn ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(Length: DWORD) -> DWORD { (Length << D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH_SHIFT) & D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH_MASK } pub const MAX_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH: DWORD = 127; pub const D3D10_SB_INSTRUCTION_SATURATE_MASK: DWORD = 0x00002000; #[inline] pub fn DECODE_IS_D3D10_SB_INSTRUCTION_SATURATE_ENABLED(OpcodeToken0: DWORD) -> DWORD { OpcodeToken0 & D3D10_SB_INSTRUCTION_SATURATE_MASK } #[inline] pub fn ENCODE_D3D10_SB_INSTRUCTION_SATURATE(bSat: DWORD) -> DWORD { if bSat != 0 { D3D10_SB_INSTRUCTION_SATURATE_MASK } else { 0 } } ENUM!{enum D3D10_SB_INSTRUCTION_TEST_BOOLEAN { D3D10_SB_INSTRUCTION_TEST_ZERO = 0, D3D10_SB_INSTRUCTION_TEST_NONZERO = 1, }} pub const D3D10_SB_INSTRUCTION_TEST_BOOLEAN_MASK: DWORD = 0x00040000; pub const D3D10_SB_INSTRUCTION_TEST_BOOLEAN_SHIFT: DWORD = 18; #[inline] pub fn DECODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN( OpcodeToken0: DWORD, ) -> D3D10_SB_INSTRUCTION_TEST_BOOLEAN { ((OpcodeToken0 & D3D10_SB_INSTRUCTION_TEST_BOOLEAN_MASK) >> D3D10_SB_INSTRUCTION_TEST_BOOLEAN_SHIFT) as D3D10_SB_INSTRUCTION_TEST_BOOLEAN } #[inline] pub fn ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN( Boolean: D3D10_SB_INSTRUCTION_TEST_BOOLEAN, ) -> DWORD { (Boolean << D3D10_SB_INSTRUCTION_TEST_BOOLEAN_SHIFT) & D3D10_SB_INSTRUCTION_TEST_BOOLEAN_MASK } pub const D3D11_SB_INSTRUCTION_PRECISE_VALUES_MASK: DWORD = 0x00780000; pub const D3D11_SB_INSTRUCTION_PRECISE_VALUES_SHIFT: DWORD = 19; #[inline] pub fn DECODE_D3D11_SB_INSTRUCTION_PRECISE_VALUES(OpcodeToken0: DWORD) -> DWORD { (OpcodeToken0 & D3D11_SB_INSTRUCTION_PRECISE_VALUES_MASK) >> D3D11_SB_INSTRUCTION_PRECISE_VALUES_SHIFT } #[inline] pub fn ENCODE_D3D11_SB_INSTRUCTION_PRECISE_VALUES(ComponentMask: DWORD) -> DWORD { (ComponentMask << D3D11_SB_INSTRUCTION_PRECISE_VALUES_SHIFT) & D3D11_SB_INSTRUCTION_PRECISE_VALUES_MASK } ENUM!{enum D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE { D3D10_SB_RESINFO_INSTRUCTION_RETURN_FLOAT = 0, D3D10_SB_RESINFO_INSTRUCTION_RETURN_RCPFLOAT = 1, D3D10_SB_RESINFO_INSTRUCTION_RETURN_UINT = 2, }} pub const D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE_MASK: DWORD = 0x00001800; pub const D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE_SHIFT: DWORD = 11; #[inline] pub fn DECODE_D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE( OpcodeToken0: DWORD, ) -> D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE { ((OpcodeToken0 & D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE_MASK) >> D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE_SHIFT) as D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE } #[inline] pub fn ENCODE_D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE( ReturnType: D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE, ) -> DWORD { (ReturnType << D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE_SHIFT) & D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE_MASK } pub const D3D11_SB_SYNC_THREADS_IN_GROUP: DWORD = 0x00000800; pub const D3D11_SB_SYNC_THREAD_GROUP_SHARED_MEMORY: DWORD = 0x00001000; pub const D3D11_SB_SYNC_UNORDERED_ACCESS_VIEW_MEMORY_GROUP: DWORD = 0x00002000; pub const D3D11_SB_SYNC_UNORDERED_ACCESS_VIEW_MEMORY_GLOBAL: DWORD = 0x00004000; pub const D3D11_SB_SYNC_FLAGS_MASK: DWORD = 0x00007800; #[inline] pub fn DECODE_D3D11_SB_SYNC_FLAGS(OperandToken0: DWORD) -> DWORD { OperandToken0 & D3D11_SB_SYNC_FLAGS_MASK } #[inline] pub fn ENCODE_D3D11_SB_SYNC_FLAGS(Flags: DWORD) -> DWORD { Flags & D3D11_SB_SYNC_FLAGS_MASK } pub const D3D10_SB_OPCODE_EXTENDED_MASK: DWORD = 0x80000000; pub const D3D10_SB_OPCODE_EXTENDED_SHIFT: DWORD = 31; #[inline] pub fn DECODE_IS_D3D10_SB_OPCODE_EXTENDED(OpcodeToken0: DWORD) -> DWORD { (OpcodeToken0 & D3D10_SB_OPCODE_EXTENDED_MASK) >> D3D10_SB_OPCODE_EXTENDED_SHIFT } #[inline] pub fn ENCODE_D3D10_SB_OPCODE_EXTENDED(bExtended: DWORD) -> DWORD { if bExtended != 0 { D3D10_SB_OPCODE_EXTENDED_MASK } else { 0 } } ENUM!{enum D3D10_SB_EXTENDED_OPCODE_TYPE { D3D10_SB_EXTENDED_OPCODE_EMPTY = 0, D3D10_SB_EXTENDED_OPCODE_SAMPLE_CONTROLS = 1, D3D11_SB_EXTENDED_OPCODE_RESOURCE_DIM = 2, D3D11_SB_EXTENDED_OPCODE_RESOURCE_RETURN_TYPE = 3, }} pub const D3D11_SB_MAX_SIMULTANEOUS_EXTENDED_OPCODES: DWORD = 3; pub const D3D10_SB_EXTENDED_OPCODE_TYPE_MASK: DWORD = 0x0000003f; #[inline] pub fn DECODE_D3D10_SB_EXTENDED_OPCODE_TYPE(OpcodeToken1: DWORD) -> D3D10_SB_EXTENDED_OPCODE_TYPE { (OpcodeToken1 & D3D10_SB_EXTENDED_OPCODE_TYPE_MASK) as D3D10_SB_EXTENDED_OPCODE_TYPE } #[inline] pub fn ENCODE_D3D10_SB_EXTENDED_OPCODE_TYPE( ExtOpcodeType: D3D10_SB_EXTENDED_OPCODE_TYPE, ) -> DWORD { ExtOpcodeType & D3D10_SB_EXTENDED_OPCODE_TYPE_MASK } ENUM!{enum D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_COORD { D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_U = 0, D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_V = 1, D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_W = 2, }} pub const D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_COORD_MASK: DWORD = 3; #[inline] pub fn D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_SHIFT(Coord: DWORD) -> DWORD { 9 + 4 * (Coord & D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_COORD_MASK) } #[inline] pub fn D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_MASK(Coord: DWORD) -> DWORD { 0x0000000f << D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_SHIFT(Coord) } #[inline] pub fn DECODE_IMMEDIATE_D3D10_SB_ADDRESS_OFFSET( Coord: DWORD, OpcodeToken1: DWORD, ) -> DWORD { (OpcodeToken1 & D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_MASK(Coord)) >> D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_SHIFT(Coord) } #[inline] pub fn ENCODE_IMMEDIATE_D3D10_SB_ADDRESS_OFFSET( Coord: DWORD, ImmediateOffset: DWORD, ) -> DWORD { (ImmediateOffset << D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_SHIFT(Coord)) & D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_MASK(Coord) } pub const D3D11_SB_EXTENDED_RESOURCE_DIMENSION_MASK: DWORD = 0x000007C0; pub const D3D11_SB_EXTENDED_RESOURCE_DIMENSION_SHIFT: DWORD = 6; #[inline] pub fn DECODE_D3D11_SB_EXTENDED_RESOURCE_DIMENSION( OpcodeTokenN: DWORD, ) -> D3D10_SB_RESOURCE_DIMENSION { ((OpcodeTokenN & D3D11_SB_EXTENDED_RESOURCE_DIMENSION_MASK) >> D3D11_SB_EXTENDED_RESOURCE_DIMENSION_SHIFT) as D3D10_SB_RESOURCE_DIMENSION } #[inline] pub fn ENCODE_D3D11_SB_EXTENDED_RESOURCE_DIMENSION( ResourceDim: D3D10_SB_RESOURCE_DIMENSION, ) -> DWORD { (ResourceDim << D3D11_SB_EXTENDED_RESOURCE_DIMENSION_SHIFT) & D3D11_SB_EXTENDED_RESOURCE_DIMENSION_MASK } pub const D3D11_SB_EXTENDED_RESOURCE_DIMENSION_STRUCTURE_STRIDE_MASK: DWORD = 0x007FF800; pub const D3D11_SB_EXTENDED_RESOURCE_DIMENSION_STRUCTURE_STRIDE_SHIFT: DWORD = 11; #[inline] pub fn DECODE_D3D11_SB_EXTENDED_RESOURCE_DIMENSION_STRUCTURE_STRIDE(OpcodeTokenN: DWORD) -> DWORD { (OpcodeTokenN & D3D11_SB_EXTENDED_RESOURCE_DIMENSION_STRUCTURE_STRIDE_MASK) >> D3D11_SB_EXTENDED_RESOURCE_DIMENSION_STRUCTURE_STRIDE_SHIFT } #[inline] pub fn ENCODE_D3D11_SB_EXTENDED_RESOURCE_DIMENSION_STRUCTURE_STRIDE(Stride: DWORD) -> DWORD { (Stride << D3D11_SB_EXTENDED_RESOURCE_DIMENSION_STRUCTURE_STRIDE_SHIFT) & D3D11_SB_EXTENDED_RESOURCE_DIMENSION_STRUCTURE_STRIDE_MASK } pub const D3D10_SB_RESOURCE_RETURN_TYPE_MASK: DWORD = 0x0000000f; pub const D3D10_SB_RESOURCE_RETURN_TYPE_NUMBITS: DWORD = 0x00000004; pub const D3D11_SB_EXTENDED_RESOURCE_RETURN_TYPE_SHIFT: DWORD = 6; #[inline] pub fn DECODE_D3D11_SB_EXTENDED_RESOURCE_RETURN_TYPE( OpcodeTokenN: DWORD, Component: DWORD, ) -> DWORD { ((OpcodeTokenN >> (Component * D3D10_SB_RESOURCE_RETURN_TYPE_NUMBITS + D3D11_SB_EXTENDED_RESOURCE_RETURN_TYPE_SHIFT)) & D3D10_SB_RESOURCE_RETURN_TYPE_MASK) as D3D10_SB_RESOURCE_RETURN_TYPE } #[inline] pub fn ENCODE_D3D11_SB_EXTENDED_RESOURCE_RETURN_TYPE( ReturnType: DWORD, Component: DWORD, ) -> DWORD { (ReturnType & D3D10_SB_RESOURCE_RETURN_TYPE_MASK) << (Component * D3D10_SB_RESOURCE_RETURN_TYPE_NUMBITS + D3D11_SB_EXTENDED_RESOURCE_RETURN_TYPE_SHIFT) } ENUM!{enum D3D10_SB_CUSTOMDATA_CLASS { D3D10_SB_CUSTOMDATA_COMMENT = 0, D3D10_SB_CUSTOMDATA_DEBUGINFO = 1, D3D10_SB_CUSTOMDATA_OPAQUE = 2, D3D10_SB_CUSTOMDATA_DCL_IMMEDIATE_CONSTANT_BUFFER = 3, D3D11_SB_CUSTOMDATA_SHADER_MESSAGE = 4, D3D11_SB_CUSTOMDATA_SHADER_CLIP_PLANE_CONSTANT_MAPPINGS_FOR_DX9 = 5, }} pub const D3D10_SB_CUSTOMDATA_CLASS_MASK: DWORD = 0xfffff800; pub const D3D10_SB_CUSTOMDATA_CLASS_SHIFT: DWORD = 11; #[inline] pub fn DECODE_D3D10_SB_CUSTOMDATA_CLASS(CustomDataDescTok: DWORD) -> D3D10_SB_CUSTOMDATA_CLASS { ((CustomDataDescTok & D3D10_SB_CUSTOMDATA_CLASS_MASK) >> D3D10_SB_CUSTOMDATA_CLASS_SHIFT) as D3D10_SB_CUSTOMDATA_CLASS } #[inline] pub fn ENCODE_D3D10_SB_CUSTOMDATA_CLASS(CustomDataClass: D3D10_SB_CUSTOMDATA_CLASS) -> DWORD { ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CUSTOMDATA) | ((CustomDataClass << D3D10_SB_CUSTOMDATA_CLASS_SHIFT) & D3D10_SB_CUSTOMDATA_CLASS_MASK) } ENUM!{enum D3D10_SB_OPERAND_NUM_COMPONENTS { D3D10_SB_OPERAND_0_COMPONENT = 0, D3D10_SB_OPERAND_1_COMPONENT = 1, D3D10_SB_OPERAND_4_COMPONENT = 2, D3D10_SB_OPERAND_N_COMPONENT = 3, }} pub const D3D10_SB_OPERAND_NUM_COMPONENTS_MASK: DWORD = 0x00000003; #[inline] pub fn DECODE_D3D10_SB_OPERAND_NUM_COMPONENTS(OperandToken0: DWORD) -> DWORD { (OperandToken0 & D3D10_SB_OPERAND_NUM_COMPONENTS_MASK) as D3D10_SB_OPERAND_NUM_COMPONENTS } #[inline] pub fn ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(NumComp: DWORD) -> DWORD { NumComp & D3D10_SB_OPERAND_NUM_COMPONENTS_MASK } ENUM!{enum D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE { D3D10_SB_OPERAND_4_COMPONENT_MASK_MODE = 0, D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_MODE = 1, D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_MODE = 2, }} pub const D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE_MASK: DWORD = 0x0000000c; pub const D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE_SHIFT: DWORD = 2; #[inline] pub fn DECODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE( OperandToken0: DWORD, ) -> D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE { ((OperandToken0 & D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE_MASK) >> D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE_SHIFT) as D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE } #[inline] pub fn ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE( SelectionMode: D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE, ) -> DWORD { (SelectionMode << D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE_SHIFT) & D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE_MASK } ENUM!{enum D3D10_SB_4_COMPONENT_NAME { D3D10_SB_4_COMPONENT_X = 0, D3D10_SB_4_COMPONENT_Y = 1, D3D10_SB_4_COMPONENT_Z = 2, D3D10_SB_4_COMPONENT_W = 3, D3D10_SB_4_COMPONENT_R = 0, D3D10_SB_4_COMPONENT_G = 1, D3D10_SB_4_COMPONENT_B = 2, D3D10_SB_4_COMPONENT_A = 3, }} pub const D3D10_SB_4_COMPONENT_NAME_MASK: DWORD = 3; pub const D3D10_SB_OPERAND_4_COMPONENT_MASK_MASK: DWORD = 0x000000f0; pub const D3D10_SB_OPERAND_4_COMPONENT_MASK_SHIFT: DWORD = 4; pub const D3D10_SB_OPERAND_4_COMPONENT_MASK_X: DWORD = 0x00000010; pub const D3D10_SB_OPERAND_4_COMPONENT_MASK_Y: DWORD = 0x00000020; pub const D3D10_SB_OPERAND_4_COMPONENT_MASK_Z: DWORD = 0x00000040; pub const D3D10_SB_OPERAND_4_COMPONENT_MASK_W: DWORD = 0x00000080; pub const D3D10_SB_OPERAND_4_COMPONENT_MASK_R: DWORD = D3D10_SB_OPERAND_4_COMPONENT_MASK_X; pub const D3D10_SB_OPERAND_4_COMPONENT_MASK_G: DWORD = D3D10_SB_OPERAND_4_COMPONENT_MASK_Y; pub const D3D10_SB_OPERAND_4_COMPONENT_MASK_B: DWORD = D3D10_SB_OPERAND_4_COMPONENT_MASK_Z; pub const D3D10_SB_OPERAND_4_COMPONENT_MASK_A: DWORD = D3D10_SB_OPERAND_4_COMPONENT_MASK_W; pub const D3D10_SB_OPERAND_4_COMPONENT_MASK_ALL: DWORD = D3D10_SB_OPERAND_4_COMPONENT_MASK_MASK; #[inline] pub fn DECODE_D3D10_SB_OPERAND_4_COMPONENT_MASK(OperandToken0: DWORD) -> DWORD { OperandToken0 & D3D10_SB_OPERAND_4_COMPONENT_MASK_MASK } #[inline] pub fn ENCODE_D3D10_SB_OPERAND_4_COMPONENT_MASK(ComponentMask: DWORD) -> DWORD { ComponentMask & D3D10_SB_OPERAND_4_COMPONENT_MASK_MASK } #[inline] pub fn D3D10_SB_OPERAND_4_COMPONENT_MASK(ComponentName: DWORD) -> DWORD { (1 << (D3D10_SB_OPERAND_4_COMPONENT_MASK_SHIFT + ComponentName)) & D3D10_SB_OPERAND_4_COMPONENT_MASK_MASK } pub const D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_MASK: DWORD = 0x00000ff0; pub const D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_SHIFT: DWORD = 4; #[inline] pub fn DECODE_D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE(OperandToken0: DWORD) -> DWORD { OperandToken0 & D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_MASK } #[inline] pub fn DECODE_D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_SOURCE( OperandToken0: DWORD, DestComp: DWORD, ) -> D3D10_SB_4_COMPONENT_NAME { ((OperandToken0 >> (D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_SHIFT + 2 * (DestComp & D3D10_SB_4_COMPONENT_NAME_MASK))) & D3D10_SB_4_COMPONENT_NAME_MASK) as D3D10_SB_4_COMPONENT_NAME } #[inline] pub fn ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE( XSrc: DWORD, YSrc: DWORD, ZSrc: DWORD, WSrc: DWORD, ) -> DWORD { ((XSrc & D3D10_SB_4_COMPONENT_NAME_MASK) | ((YSrc & D3D10_SB_4_COMPONENT_NAME_MASK) << 2) | ((ZSrc & D3D10_SB_4_COMPONENT_NAME_MASK) << 4) | ((WSrc & D3D10_SB_4_COMPONENT_NAME_MASK) << 6)) << D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_SHIFT } #[inline] pub fn D3D10_SB_OPERAND_4_COMPONENT_NOSWIZZLE() -> DWORD { ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE( D3D10_SB_4_COMPONENT_X, D3D10_SB_4_COMPONENT_Y, D3D10_SB_4_COMPONENT_Z, D3D10_SB_4_COMPONENT_W, ) } #[inline] pub fn D3D10_SB_OPERAND_4_COMPONENT_REPLICATEX() -> DWORD { ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE( D3D10_SB_4_COMPONENT_X, D3D10_SB_4_COMPONENT_X, D3D10_SB_4_COMPONENT_X, D3D10_SB_4_COMPONENT_X, ) } #[inline] pub fn D3D10_SB_OPERAND_4_COMPONENT_REPLICATEY() -> DWORD { ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE( D3D10_SB_4_COMPONENT_Y, D3D10_SB_4_COMPONENT_Y, D3D10_SB_4_COMPONENT_Y, D3D10_SB_4_COMPONENT_Y, ) } #[inline] pub fn D3D10_SB_OPERAND_4_COMPONENT_REPLICATEZ() -> DWORD { ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE( D3D10_SB_4_COMPONENT_Z, D3D10_SB_4_COMPONENT_Z, D3D10_SB_4_COMPONENT_Z, D3D10_SB_4_COMPONENT_Z, ) } #[inline] pub fn D3D10_SB_OPERAND_4_COMPONENT_REPLICATEW() -> DWORD { ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE( D3D10_SB_4_COMPONENT_W, D3D10_SB_4_COMPONENT_W, D3D10_SB_4_COMPONENT_W, D3D10_SB_4_COMPONENT_W, ) } #[inline] pub fn D3D10_SB_OPERAND_4_COMPONENT_REPLICATERED() -> DWORD { D3D10_SB_OPERAND_4_COMPONENT_REPLICATEX() } #[inline] pub fn D3D10_SB_OPERAND_4_COMPONENT_REPLICATEGREEN() -> DWORD { D3D10_SB_OPERAND_4_COMPONENT_REPLICATEY() } #[inline] pub fn D3D10_SB_OPERAND_4_COMPONENT_REPLICATEBLUE() -> DWORD { D3D10_SB_OPERAND_4_COMPONENT_REPLICATEZ() } #[inline] pub fn D3D10_SB_OPERAND_4_COMPONENT_REPLICATEALPHA() -> DWORD { D3D10_SB_OPERAND_4_COMPONENT_REPLICATEW() } pub const D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_MASK: DWORD = 0x00000030; pub const D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_SHIFT: DWORD = 4; #[inline] pub fn DECODE_D3D10_SB_OPERAND_4_COMPONENT_SELECT_1( OperandToken0: DWORD, ) -> D3D10_SB_4_COMPONENT_NAME { ((OperandToken0 & D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_MASK) >> D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_SHIFT) as D3D10_SB_4_COMPONENT_NAME } #[inline] pub fn ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECT_1( SelectedComp: D3D10_SB_4_COMPONENT_NAME, ) -> DWORD { (SelectedComp << D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_SHIFT) & D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_MASK } ENUM!{enum D3D10_SB_OPERAND_TYPE { D3D10_SB_OPERAND_TYPE_TEMP = 0, D3D10_SB_OPERAND_TYPE_INPUT = 1, D3D10_SB_OPERAND_TYPE_OUTPUT = 2, D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP = 3, D3D10_SB_OPERAND_TYPE_IMMEDIATE32 = 4, D3D10_SB_OPERAND_TYPE_IMMEDIATE64 = 5, D3D10_SB_OPERAND_TYPE_SAMPLER = 6, D3D10_SB_OPERAND_TYPE_RESOURCE = 7, D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER= 8, D3D10_SB_OPERAND_TYPE_IMMEDIATE_CONSTANT_BUFFER= 9, D3D10_SB_OPERAND_TYPE_LABEL = 10, D3D10_SB_OPERAND_TYPE_INPUT_PRIMITIVEID = 11, D3D10_SB_OPERAND_TYPE_OUTPUT_DEPTH = 12, D3D10_SB_OPERAND_TYPE_NULL = 13, D3D10_SB_OPERAND_TYPE_RASTERIZER = 14, D3D10_SB_OPERAND_TYPE_OUTPUT_COVERAGE_MASK = 15, D3D11_SB_OPERAND_TYPE_STREAM = 16, D3D11_SB_OPERAND_TYPE_FUNCTION_BODY = 17, D3D11_SB_OPERAND_TYPE_FUNCTION_TABLE = 18, D3D11_SB_OPERAND_TYPE_INTERFACE = 19, D3D11_SB_OPERAND_TYPE_FUNCTION_INPUT = 20, D3D11_SB_OPERAND_TYPE_FUNCTION_OUTPUT = 21, D3D11_SB_OPERAND_TYPE_OUTPUT_CONTROL_POINT_ID = 22, D3D11_SB_OPERAND_TYPE_INPUT_FORK_INSTANCE_ID = 23, D3D11_SB_OPERAND_TYPE_INPUT_JOIN_INSTANCE_ID = 24, D3D11_SB_OPERAND_TYPE_INPUT_CONTROL_POINT = 25, D3D11_SB_OPERAND_TYPE_OUTPUT_CONTROL_POINT = 26, D3D11_SB_OPERAND_TYPE_INPUT_PATCH_CONSTANT = 27, D3D11_SB_OPERAND_TYPE_INPUT_DOMAIN_POINT = 28, D3D11_SB_OPERAND_TYPE_THIS_POINTER = 29, D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW = 30, D3D11_SB_OPERAND_TYPE_THREAD_GROUP_SHARED_MEMORY = 31, D3D11_SB_OPERAND_TYPE_INPUT_THREAD_ID = 32, D3D11_SB_OPERAND_TYPE_INPUT_THREAD_GROUP_ID = 33, D3D11_SB_OPERAND_TYPE_INPUT_THREAD_ID_IN_GROUP = 34, D3D11_SB_OPERAND_TYPE_INPUT_COVERAGE_MASK = 35, D3D11_SB_OPERAND_TYPE_INPUT_THREAD_ID_IN_GROUP_FLATTENED = 36, D3D11_SB_OPERAND_TYPE_INPUT_GS_INSTANCE_ID = 37, D3D11_SB_OPERAND_TYPE_OUTPUT_DEPTH_GREATER_EQUAL = 38, D3D11_SB_OPERAND_TYPE_OUTPUT_DEPTH_LESS_EQUAL = 39, D3D11_SB_OPERAND_TYPE_CYCLE_COUNTER = 40, }} pub const D3D10_SB_OPERAND_TYPE_MASK: DWORD = 0x000ff000; pub const D3D10_SB_OPERAND_TYPE_SHIFT: DWORD = 12; #[inline] pub fn DECODE_D3D10_SB_OPERAND_TYPE(OperandToken0: DWORD) -> D3D10_SB_OPERAND_TYPE { ((OperandToken0 & D3D10_SB_OPERAND_TYPE_MASK) >> D3D10_SB_OPERAND_TYPE_SHIFT) as D3D10_SB_OPERAND_TYPE } #[inline] pub fn ENCODE_D3D10_SB_OPERAND_TYPE(OperandType: D3D10_SB_OPERAND_TYPE) -> DWORD { (OperandType << D3D10_SB_OPERAND_TYPE_SHIFT) & D3D10_SB_OPERAND_TYPE_MASK } ENUM!{enum D3D10_SB_OPERAND_INDEX_DIMENSION { D3D10_SB_OPERAND_INDEX_0D = 0, D3D10_SB_OPERAND_INDEX_1D = 1, D3D10_SB_OPERAND_INDEX_2D = 2, D3D10_SB_OPERAND_INDEX_3D = 3, }} pub const D3D10_SB_OPERAND_INDEX_DIMENSION_MASK: DWORD = 0x00300000; pub const D3D10_SB_OPERAND_INDEX_DIMENSION_SHIFT: DWORD = 20; #[inline] pub fn DECODE_D3D10_SB_OPERAND_INDEX_DIMENSION( OperandToken0: DWORD, ) -> D3D10_SB_OPERAND_INDEX_DIMENSION { ((OperandToken0 & D3D10_SB_OPERAND_INDEX_DIMENSION_MASK) >> D3D10_SB_OPERAND_INDEX_DIMENSION_SHIFT) as D3D10_SB_OPERAND_INDEX_DIMENSION } #[inline] pub fn ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION( OperandIndexDim: D3D10_SB_OPERAND_INDEX_DIMENSION, ) -> DWORD { (OperandIndexDim << D3D10_SB_OPERAND_INDEX_DIMENSION_SHIFT) & D3D10_SB_OPERAND_INDEX_DIMENSION_MASK } ENUM!{enum D3D10_SB_OPERAND_INDEX_REPRESENTATION { D3D10_SB_OPERAND_INDEX_IMMEDIATE32 = 0, D3D10_SB_OPERAND_INDEX_IMMEDIATE64 = 1, D3D10_SB_OPERAND_INDEX_RELATIVE = 2, D3D10_SB_OPERAND_INDEX_IMMEDIATE32_PLUS_RELATIVE = 3, D3D10_SB_OPERAND_INDEX_IMMEDIATE64_PLUS_RELATIVE = 4, }} #[inline] pub fn D3D10_SB_OPERAND_INDEX_REPRESENTATION_SHIFT(Dim: DWORD) -> DWORD { 22 + 3 * (Dim & 3) } #[inline] pub fn D3D10_SB_OPERAND_INDEX_REPRESENTATION_MASK(Dim: DWORD) -> DWORD { 0x3 << D3D10_SB_OPERAND_INDEX_REPRESENTATION_SHIFT(Dim) } #[inline] pub fn DECODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION( Dim: DWORD, OperandToken0: DWORD, ) -> D3D10_SB_OPERAND_INDEX_REPRESENTATION { ((OperandToken0 & D3D10_SB_OPERAND_INDEX_REPRESENTATION_MASK(Dim)) >> D3D10_SB_OPERAND_INDEX_REPRESENTATION_SHIFT(Dim)) as D3D10_SB_OPERAND_INDEX_REPRESENTATION } #[inline] pub fn ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION( Dim: DWORD, IndexRepresentation: D3D10_SB_OPERAND_INDEX_REPRESENTATION, ) -> DWORD { (IndexRepresentation << D3D10_SB_OPERAND_INDEX_REPRESENTATION_SHIFT(Dim)) & D3D10_SB_OPERAND_INDEX_REPRESENTATION_MASK(Dim) } pub const D3D10_SB_OPERAND_EXTENDED_MASK: DWORD = 0x80000000; pub const D3D10_SB_OPERAND_EXTENDED_SHIFT: DWORD = 31; #[inline] pub fn DECODE_IS_D3D10_SB_OPERAND_EXTENDED(OperandToken0: DWORD) -> DWORD { (OperandToken0 & D3D10_SB_OPERAND_EXTENDED_MASK) >> D3D10_SB_OPERAND_EXTENDED_SHIFT } #[inline] pub fn ENCODE_D3D10_SB_OPERAND_EXTENDED(bExtended: DWORD) -> DWORD { if bExtended != 0 { D3D10_SB_OPERAND_EXTENDED_MASK } else { 0 } } ENUM!{enum D3D10_SB_EXTENDED_OPERAND_TYPE { D3D10_SB_EXTENDED_OPERAND_EMPTY = 0, D3D10_SB_EXTENDED_OPERAND_MODIFIER = 1, }} pub const D3D10_SB_EXTENDED_OPERAND_TYPE_MASK: DWORD = 0x0000003f; #[inline] pub fn DECODE_D3D10_SB_EXTENDED_OPERAND_TYPE( OperandToken1: DWORD, ) -> D3D10_SB_EXTENDED_OPERAND_TYPE { (OperandToken1 & D3D10_SB_EXTENDED_OPERAND_TYPE_MASK) as D3D10_SB_EXTENDED_OPERAND_TYPE } #[inline] pub fn ENCODE_D3D10_SB_EXTENDED_OPERAND_TYPE( ExtOperandType: D3D10_SB_EXTENDED_OPERAND_TYPE, ) -> DWORD { ExtOperandType & D3D10_SB_EXTENDED_OPERAND_TYPE_MASK } ENUM!{enum D3D10_SB_OPERAND_MODIFIER { D3D10_SB_OPERAND_MODIFIER_NONE = 0, D3D10_SB_OPERAND_MODIFIER_NEG = 1, D3D10_SB_OPERAND_MODIFIER_ABS = 2, D3D10_SB_OPERAND_MODIFIER_ABSNEG = 3, }} pub const D3D10_SB_OPERAND_MODIFIER_MASK: DWORD = 0x00003fc0; pub const D3D10_SB_OPERAND_MODIFIER_SHIFT: DWORD = 6; #[inline] pub fn DECODE_D3D10_SB_OPERAND_MODIFIER(OperandToken1: DWORD) -> D3D10_SB_OPERAND_MODIFIER { ((OperandToken1 & D3D10_SB_OPERAND_MODIFIER_MASK) >> D3D10_SB_OPERAND_MODIFIER_SHIFT) as D3D10_SB_OPERAND_MODIFIER } #[inline] pub fn ENCODE_D3D10_SB_EXTENDED_OPERAND_MODIFIER(SourceMod: D3D10_SB_OPERAND_MODIFIER) -> DWORD { ((SourceMod << D3D10_SB_OPERAND_MODIFIER_SHIFT) & D3D10_SB_OPERAND_MODIFIER_MASK) | ENCODE_D3D10_SB_EXTENDED_OPERAND_TYPE(D3D10_SB_EXTENDED_OPERAND_MODIFIER) | ENCODE_D3D10_SB_OPERAND_DOUBLE_EXTENDED(0) } ENUM!{enum D3D11_SB_OPERAND_MIN_PRECISION { D3D11_SB_OPERAND_MIN_PRECISION_DEFAULT = 0, D3D11_SB_OPERAND_MIN_PRECISION_FLOAT_16 = 1, D3D11_SB_OPERAND_MIN_PRECISION_FLOAT_2_8 = 2, D3D11_SB_OPERAND_MIN_PRECISION_SINT_16 = 4, D3D11_SB_OPERAND_MIN_PRECISION_UINT_16 = 5, }} pub const D3D11_SB_OPERAND_MIN_PRECISION_MASK: DWORD = 0x0001C000; pub const D3D11_SB_OPERAND_MIN_PRECISION_SHIFT: DWORD = 14; #[inline] pub fn DECODE_D3D11_SB_OPERAND_MIN_PRECISION( OperandToken1: DWORD, ) -> D3D11_SB_OPERAND_MIN_PRECISION { ((OperandToken1 & D3D11_SB_OPERAND_MIN_PRECISION_MASK) >> D3D11_SB_OPERAND_MIN_PRECISION_SHIFT) as D3D11_SB_OPERAND_MIN_PRECISION } #[inline] pub fn ENCODE_D3D11_SB_OPERAND_MIN_PRECISION( MinPrecision: D3D11_SB_OPERAND_MIN_PRECISION, ) -> DWORD { (MinPrecision << D3D11_SB_OPERAND_MIN_PRECISION_SHIFT) & D3D11_SB_OPERAND_MIN_PRECISION_MASK } pub const D3D10_SB_OPERAND_DOUBLE_EXTENDED_MASK: DWORD = 0x80000000; pub const D3D10_SB_OPERAND_DOUBLE_EXTENDED_SHIFT: DWORD = 31; #[inline] pub fn DECODE_IS_D3D10_SB_OPERAND_DOUBLE_EXTENDED(OperandToken1: DWORD) -> DWORD { (OperandToken1 & D3D10_SB_OPERAND_DOUBLE_EXTENDED_MASK) >> D3D10_SB_OPERAND_DOUBLE_EXTENDED_SHIFT } #[inline] pub fn ENCODE_D3D10_SB_OPERAND_DOUBLE_EXTENDED(bExtended: DWORD) -> DWORD { if bExtended != 0 { D3D10_SB_OPERAND_DOUBLE_EXTENDED_MASK } else { 0 } } pub const D3D10_SB_NAME_MASK: DWORD = 0x0000ffff; #[inline] pub fn DECODE_D3D10_SB_NAME(NameToken: DWORD) -> D3D10_SB_NAME { (NameToken & D3D10_SB_NAME_MASK) as D3D10_SB_NAME } #[inline] pub fn ENCODE_D3D10_SB_NAME(Name: D3D10_SB_NAME) -> DWORD { Name & D3D10_SB_NAME_MASK } pub const D3D10_SB_GLOBAL_FLAG_REFACTORING_ALLOWED: DWORD = 1 << 11; pub const D3D11_SB_GLOBAL_FLAG_ENABLE_DOUBLE_PRECISION_FLOAT_OPS: DWORD = 1 << 12; pub const D3D11_SB_GLOBAL_FLAG_FORCE_EARLY_DEPTH_STENCIL: DWORD = 1 << 13; pub const D3D11_SB_GLOBAL_FLAG_ENABLE_RAW_AND_STRUCTURED_BUFFERS: DWORD = 1 << 14; pub const D3D11_1_SB_GLOBAL_FLAG_SKIP_OPTIMIZATION: DWORD = 1 << 15; pub const D3D11_1_SB_GLOBAL_FLAG_ENABLE_MINIMUM_PRECISION: DWORD = 1 << 16; pub const D3D11_1_SB_GLOBAL_FLAG_ENABLE_DOUBLE_EXTENSIONS: DWORD = 1 << 17; pub const D3D11_1_SB_GLOBAL_FLAG_ENABLE_SHADER_EXTENSIONS: DWORD = 1 << 18; pub const D3D10_SB_GLOBAL_FLAGS_MASK: DWORD = 0x00fff800; #[inline] pub fn DECODE_D3D10_SB_GLOBAL_FLAGS(OpcodeToken0: DWORD) -> DWORD { OpcodeToken0 & D3D10_SB_GLOBAL_FLAGS_MASK } #[inline] pub fn ENCODE_D3D10_SB_GLOBAL_FLAGS(Flags: DWORD) -> DWORD { Flags & D3D10_SB_GLOBAL_FLAGS_MASK } pub const D3D10_SB_RESOURCE_DIMENSION_MASK: DWORD = 0x0000F800; pub const D3D10_SB_RESOURCE_DIMENSION_SHIFT: DWORD = 11; #[inline] pub fn DECODE_D3D10_SB_RESOURCE_DIMENSION(OpcodeToken0: DWORD) -> D3D10_SB_RESOURCE_DIMENSION { ((OpcodeToken0 & D3D10_SB_RESOURCE_DIMENSION_MASK) >> D3D10_SB_RESOURCE_DIMENSION_SHIFT) as D3D10_SB_RESOURCE_DIMENSION } #[inline] pub fn ENCODE_D3D10_SB_RESOURCE_DIMENSION(ResourceDim: D3D10_SB_RESOURCE_DIMENSION) -> DWORD { (ResourceDim << D3D10_SB_RESOURCE_DIMENSION_SHIFT) & D3D10_SB_RESOURCE_DIMENSION_MASK } pub const D3D10_SB_RESOURCE_SAMPLE_COUNT_MASK: DWORD = 0x07F0000; pub const D3D10_SB_RESOURCE_SAMPLE_COUNT_SHIFT: DWORD = 16; #[inline] pub fn DECODE_D3D10_SB_RESOURCE_SAMPLE_COUNT(OpcodeToken0: DWORD) -> UINT { ((OpcodeToken0 & D3D10_SB_RESOURCE_SAMPLE_COUNT_MASK) >> D3D10_SB_RESOURCE_SAMPLE_COUNT_SHIFT) as UINT } #[inline] pub fn ENCODE_D3D10_SB_RESOURCE_SAMPLE_COUNT(SampleCount: DWORD) -> DWORD { (if SampleCount > 127 { 127 } else { SampleCount } << D3D10_SB_RESOURCE_SAMPLE_COUNT_SHIFT) & D3D10_SB_RESOURCE_SAMPLE_COUNT_MASK } #[inline] pub fn DECODE_D3D10_SB_RESOURCE_RETURN_TYPE( ResourceReturnTypeToken: D3D10_SB_RESOURCE_RETURN_TYPE, Component: DWORD, ) -> D3D10_SB_RESOURCE_RETURN_TYPE { ((ResourceReturnTypeToken >> (Component * D3D10_SB_RESOURCE_RETURN_TYPE_NUMBITS)) & D3D10_SB_RESOURCE_RETURN_TYPE_MASK) as D3D10_SB_RESOURCE_RETURN_TYPE } #[inline] pub fn ENCODE_D3D10_SB_RESOURCE_RETURN_TYPE( ReturnType: DWORD, Component: DWORD, ) -> D3D10_SB_RESOURCE_RETURN_TYPE { (ReturnType & D3D10_SB_RESOURCE_RETURN_TYPE_MASK) << (Component * D3D10_SB_RESOURCE_RETURN_TYPE_NUMBITS) } ENUM!{enum D3D10_SB_SAMPLER_MODE { D3D10_SB_SAMPLER_MODE_DEFAULT = 0, D3D10_SB_SAMPLER_MODE_COMPARISON = 1, D3D10_SB_SAMPLER_MODE_MONO = 2, }} pub const D3D10_SB_SAMPLER_MODE_MASK: DWORD = 0x00007800; pub const D3D10_SB_SAMPLER_MODE_SHIFT: DWORD = 11; #[inline] pub fn DECODE_D3D10_SB_SAMPLER_MODE(OpcodeToken0: DWORD) -> D3D10_SB_SAMPLER_MODE { ((OpcodeToken0 & D3D10_SB_SAMPLER_MODE_MASK) >> D3D10_SB_SAMPLER_MODE_SHIFT) as D3D10_SB_SAMPLER_MODE } #[inline] pub fn ENCODE_D3D10_SB_SAMPLER_MODE(SamplerMode: D3D10_SB_SAMPLER_MODE) -> DWORD { (SamplerMode << D3D10_SB_SAMPLER_MODE_SHIFT) & D3D10_SB_SAMPLER_MODE_MASK } pub const D3D10_SB_INPUT_INTERPOLATION_MODE_MASK: DWORD = 0x00007800; pub const D3D10_SB_INPUT_INTERPOLATION_MODE_SHIFT: DWORD = 11; #[inline] pub fn DECODE_D3D10_SB_INPUT_INTERPOLATION_MODE( OpcodeToken0: DWORD, ) -> D3D10_SB_INTERPOLATION_MODE { ((OpcodeToken0 & D3D10_SB_INPUT_INTERPOLATION_MODE_MASK) >> D3D10_SB_INPUT_INTERPOLATION_MODE_SHIFT) as D3D10_SB_INTERPOLATION_MODE } #[inline] pub fn ENCODE_D3D10_SB_INPUT_INTERPOLATION_MODE( InterpolationMode: D3D10_SB_INTERPOLATION_MODE, ) -> DWORD { (InterpolationMode << D3D10_SB_INPUT_INTERPOLATION_MODE_SHIFT) & D3D10_SB_INPUT_INTERPOLATION_MODE_MASK } ENUM!{enum D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN { D3D10_SB_CONSTANT_BUFFER_IMMEDIATE_INDEXED = 0, D3D10_SB_CONSTANT_BUFFER_DYNAMIC_INDEXED = 1, }} pub const D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN_MASK: DWORD = 0x00000800; pub const D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN_SHIFT: DWORD = 11; #[inline] pub fn DECODE_D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN( OpcodeToken0: DWORD, ) -> D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN { ((OpcodeToken0 & D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN_MASK) >> D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN_SHIFT) as D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN } #[inline] pub fn ENCODE_D3D10_SB_D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN( AccessPattern: D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN, ) -> DWORD { (AccessPattern << D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN_SHIFT) & D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN_MASK } ENUM!{enum D3D11_SB_SHADER_MESSAGE_ID { D3D11_SB_SHADER_MESSAGE_ID_MESSAGE = 0x00200102, D3D11_SB_SHADER_MESSAGE_ID_ERROR = 0x00200103, }} ENUM!{enum D3D11_SB_SHADER_MESSAGE_FORMAT { D3D11_SB_SHADER_MESSAGE_FORMAT_ANSI_TEXT = 0, D3D11_SB_SHADER_MESSAGE_FORMAT_ANSI_PRINTF = 1, }} pub const D3D10_SB_GS_INPUT_PRIMITIVE_MASK: DWORD = 0x0001f800; pub const D3D10_SB_GS_INPUT_PRIMITIVE_SHIFT: DWORD = 11; #[inline] pub fn DECODE_D3D10_SB_GS_INPUT_PRIMITIVE(OpcodeToken0: DWORD) -> D3D10_SB_PRIMITIVE { ((OpcodeToken0 & D3D10_SB_GS_INPUT_PRIMITIVE_MASK) >> D3D10_SB_GS_INPUT_PRIMITIVE_SHIFT) as D3D10_SB_PRIMITIVE } #[inline] pub fn ENCODE_D3D10_SB_GS_INPUT_PRIMITIVE(Prim: D3D10_SB_PRIMITIVE) -> DWORD { (Prim << D3D10_SB_GS_INPUT_PRIMITIVE_SHIFT) & D3D10_SB_GS_INPUT_PRIMITIVE_MASK } pub const D3D10_SB_GS_OUTPUT_PRIMITIVE_TOPOLOGY_MASK: DWORD = 0x0001f800; pub const D3D10_SB_GS_OUTPUT_PRIMITIVE_TOPOLOGY_SHIFT: DWORD = 11; #[inline] pub fn DECODE_D3D10_SB_GS_OUTPUT_PRIMITIVE_TOPOLOGY( OpcodeToken0: DWORD, ) -> D3D10_SB_PRIMITIVE_TOPOLOGY { ((OpcodeToken0 & D3D10_SB_GS_OUTPUT_PRIMITIVE_TOPOLOGY_MASK) >> D3D10_SB_GS_OUTPUT_PRIMITIVE_TOPOLOGY_SHIFT) as D3D10_SB_PRIMITIVE_TOPOLOGY } #[inline] pub fn ENCODE_D3D10_SB_GS_OUTPUT_PRIMITIVE_TOPOLOGY( PrimTopology: D3D10_SB_PRIMITIVE_TOPOLOGY, ) -> DWORD { (PrimTopology << D3D10_SB_GS_OUTPUT_PRIMITIVE_TOPOLOGY_SHIFT) & D3D10_SB_GS_OUTPUT_PRIMITIVE_TOPOLOGY_MASK } pub const D3D11_SB_INPUT_CONTROL_POINT_COUNT_MASK: DWORD = 0x0001f800; pub const D3D11_SB_INPUT_CONTROL_POINT_COUNT_SHIFT: DWORD = 11; #[inline] pub fn DECODE_D3D11_SB_INPUT_CONTROL_POINT_COUNT(OpcodeToken0: DWORD) -> UINT { ((OpcodeToken0 & D3D11_SB_INPUT_CONTROL_POINT_COUNT_MASK) >> D3D11_SB_INPUT_CONTROL_POINT_COUNT_SHIFT) as UINT } #[inline] pub fn ENCODE_D3D11_SB_INPUT_CONTROL_POINT_COUNT(Count: DWORD) -> DWORD { (Count << D3D11_SB_INPUT_CONTROL_POINT_COUNT_SHIFT) & D3D11_SB_INPUT_CONTROL_POINT_COUNT_MASK } pub const D3D11_SB_OUTPUT_CONTROL_POINT_COUNT_MASK: DWORD = 0x0001f800; pub const D3D11_SB_OUTPUT_CONTROL_POINT_COUNT_SHIFT: DWORD = 11; #[inline] pub fn DECODE_D3D11_SB_OUTPUT_CONTROL_POINT_COUNT(OpcodeToken0: DWORD) -> UINT { ((OpcodeToken0 & D3D11_SB_OUTPUT_CONTROL_POINT_COUNT_MASK) >> D3D11_SB_OUTPUT_CONTROL_POINT_COUNT_SHIFT) as UINT } #[inline] pub fn ENCODE_D3D11_SB_OUTPUT_CONTROL_POINT_COUNT(Count: DWORD) -> DWORD { (Count << D3D11_SB_OUTPUT_CONTROL_POINT_COUNT_SHIFT) & D3D11_SB_OUTPUT_CONTROL_POINT_COUNT_MASK } ENUM!{enum D3D11_SB_TESSELLATOR_DOMAIN { D3D11_SB_TESSELLATOR_DOMAIN_UNDEFINED = 0, D3D11_SB_TESSELLATOR_DOMAIN_ISOLINE = 1, D3D11_SB_TESSELLATOR_DOMAIN_TRI = 2, D3D11_SB_TESSELLATOR_DOMAIN_QUAD = 3, }} pub const D3D11_SB_TESS_DOMAIN_MASK: DWORD = 0x00001800; pub const D3D11_SB_TESS_DOMAIN_SHIFT: DWORD = 11; #[inline] pub fn DECODE_D3D11_SB_TESS_DOMAIN(OpcodeToken0: DWORD) -> D3D11_SB_TESSELLATOR_DOMAIN { ((OpcodeToken0 & D3D11_SB_TESS_DOMAIN_MASK) >> D3D11_SB_TESS_DOMAIN_SHIFT) as D3D11_SB_TESSELLATOR_DOMAIN } #[inline] pub fn ENCODE_D3D11_SB_TESS_DOMAIN(Domain: D3D11_SB_TESSELLATOR_DOMAIN) -> DWORD { (Domain << D3D11_SB_TESS_DOMAIN_SHIFT) & D3D11_SB_TESS_DOMAIN_MASK } ENUM!{enum D3D11_SB_TESSELLATOR_PARTITIONING { D3D11_SB_TESSELLATOR_PARTITIONING_UNDEFINED = 0, D3D11_SB_TESSELLATOR_PARTITIONING_INTEGER = 1, D3D11_SB_TESSELLATOR_PARTITIONING_POW2 = 2, D3D11_SB_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3, D3D11_SB_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4, }} pub const D3D11_SB_TESS_PARTITIONING_MASK: DWORD = 0x00003800; pub const D3D11_SB_TESS_PARTITIONING_SHIFT: DWORD = 11; #[inline] pub fn DECODE_D3D11_SB_TESS_PARTITIONING( OpcodeToken0: DWORD, ) -> D3D11_SB_TESSELLATOR_PARTITIONING { ((OpcodeToken0 & D3D11_SB_TESS_PARTITIONING_MASK) >> D3D11_SB_TESS_PARTITIONING_SHIFT) as D3D11_SB_TESSELLATOR_PARTITIONING } #[inline] pub fn ENCODE_D3D11_SB_TESS_PARTITIONING( Partitioning: D3D11_SB_TESSELLATOR_PARTITIONING, ) -> DWORD { (Partitioning << D3D11_SB_TESS_PARTITIONING_SHIFT) & D3D11_SB_TESS_PARTITIONING_MASK } ENUM!{enum D3D11_SB_TESSELLATOR_OUTPUT_PRIMITIVE { D3D11_SB_TESSELLATOR_OUTPUT_UNDEFINED = 0, D3D11_SB_TESSELLATOR_OUTPUT_POINT = 1, D3D11_SB_TESSELLATOR_OUTPUT_LINE = 2, D3D11_SB_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3, D3D11_SB_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4, }} pub const D3D11_SB_TESS_OUTPUT_PRIMITIVE_MASK: DWORD = 0x00003800; pub const D3D11_SB_TESS_OUTPUT_PRIMITIVE_SHIFT: DWORD = 11; #[inline] pub fn DECODE_D3D11_SB_TESS_OUTPUT_PRIMITIVE( OpcodeToken0: DWORD, ) -> D3D11_SB_TESSELLATOR_OUTPUT_PRIMITIVE { ((OpcodeToken0 & D3D11_SB_TESS_OUTPUT_PRIMITIVE_MASK) >> D3D11_SB_TESS_OUTPUT_PRIMITIVE_SHIFT) as D3D11_SB_TESSELLATOR_OUTPUT_PRIMITIVE } #[inline] pub fn ENCODE_D3D11_SB_TESS_OUTPUT_PRIMITIVE( OutputPrimitive: D3D11_SB_TESSELLATOR_OUTPUT_PRIMITIVE, ) -> DWORD { (OutputPrimitive << D3D11_SB_TESS_OUTPUT_PRIMITIVE_SHIFT) & D3D11_SB_TESS_OUTPUT_PRIMITIVE_MASK } ENUM!{enum D3D10_SB_INTERPOLATION_MODE { D3D10_SB_INTERPOLATION_UNDEFINED = 0, D3D10_SB_INTERPOLATION_CONSTANT = 1, D3D10_SB_INTERPOLATION_LINEAR = 2, D3D10_SB_INTERPOLATION_LINEAR_CENTROID = 3, D3D10_SB_INTERPOLATION_LINEAR_NOPERSPECTIVE = 4, D3D10_SB_INTERPOLATION_LINEAR_NOPERSPECTIVE_CENTROID = 5, D3D10_SB_INTERPOLATION_LINEAR_SAMPLE = 6, D3D10_SB_INTERPOLATION_LINEAR_NOPERSPECTIVE_SAMPLE = 7, }} ENUM!{enum D3D10_SB_PRIMITIVE_TOPOLOGY { D3D10_SB_PRIMITIVE_TOPOLOGY_UNDEFINED = 0, D3D10_SB_PRIMITIVE_TOPOLOGY_POINTLIST = 1, D3D10_SB_PRIMITIVE_TOPOLOGY_LINELIST = 2, D3D10_SB_PRIMITIVE_TOPOLOGY_LINESTRIP = 3, D3D10_SB_PRIMITIVE_TOPOLOGY_TRIANGLELIST = 4, D3D10_SB_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP = 5, D3D10_SB_PRIMITIVE_TOPOLOGY_LINELIST_ADJ = 10, D3D10_SB_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ = 11, D3D10_SB_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ = 12, D3D10_SB_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ = 13, }} ENUM!{enum D3D10_SB_PRIMITIVE { D3D10_SB_PRIMITIVE_UNDEFINED = 0, D3D10_SB_PRIMITIVE_POINT = 1, D3D10_SB_PRIMITIVE_LINE = 2, D3D10_SB_PRIMITIVE_TRIANGLE = 3, D3D10_SB_PRIMITIVE_LINE_ADJ = 6, D3D10_SB_PRIMITIVE_TRIANGLE_ADJ = 7, D3D11_SB_PRIMITIVE_1_CONTROL_POINT_PATCH = 8, D3D11_SB_PRIMITIVE_2_CONTROL_POINT_PATCH = 9, D3D11_SB_PRIMITIVE_3_CONTROL_POINT_PATCH = 10, D3D11_SB_PRIMITIVE_4_CONTROL_POINT_PATCH = 11, D3D11_SB_PRIMITIVE_5_CONTROL_POINT_PATCH = 12, D3D11_SB_PRIMITIVE_6_CONTROL_POINT_PATCH = 13, D3D11_SB_PRIMITIVE_7_CONTROL_POINT_PATCH = 14, D3D11_SB_PRIMITIVE_8_CONTROL_POINT_PATCH = 15, D3D11_SB_PRIMITIVE_9_CONTROL_POINT_PATCH = 16, D3D11_SB_PRIMITIVE_10_CONTROL_POINT_PATCH = 17, D3D11_SB_PRIMITIVE_11_CONTROL_POINT_PATCH = 18, D3D11_SB_PRIMITIVE_12_CONTROL_POINT_PATCH = 19, D3D11_SB_PRIMITIVE_13_CONTROL_POINT_PATCH = 20, D3D11_SB_PRIMITIVE_14_CONTROL_POINT_PATCH = 21, D3D11_SB_PRIMITIVE_15_CONTROL_POINT_PATCH = 22, D3D11_SB_PRIMITIVE_16_CONTROL_POINT_PATCH = 23, D3D11_SB_PRIMITIVE_17_CONTROL_POINT_PATCH = 24, D3D11_SB_PRIMITIVE_18_CONTROL_POINT_PATCH = 25, D3D11_SB_PRIMITIVE_19_CONTROL_POINT_PATCH = 26, D3D11_SB_PRIMITIVE_20_CONTROL_POINT_PATCH = 27, D3D11_SB_PRIMITIVE_21_CONTROL_POINT_PATCH = 28, D3D11_SB_PRIMITIVE_22_CONTROL_POINT_PATCH = 29, D3D11_SB_PRIMITIVE_23_CONTROL_POINT_PATCH = 30, D3D11_SB_PRIMITIVE_24_CONTROL_POINT_PATCH = 31, D3D11_SB_PRIMITIVE_25_CONTROL_POINT_PATCH = 32, D3D11_SB_PRIMITIVE_26_CONTROL_POINT_PATCH = 33, D3D11_SB_PRIMITIVE_27_CONTROL_POINT_PATCH = 34, D3D11_SB_PRIMITIVE_28_CONTROL_POINT_PATCH = 35, D3D11_SB_PRIMITIVE_29_CONTROL_POINT_PATCH = 36, D3D11_SB_PRIMITIVE_30_CONTROL_POINT_PATCH = 37, D3D11_SB_PRIMITIVE_31_CONTROL_POINT_PATCH = 38, D3D11_SB_PRIMITIVE_32_CONTROL_POINT_PATCH = 39, }} ENUM!{enum D3D10_SB_COMPONENT_MASK { D3D10_SB_COMPONENT_MASK_X = 1, D3D10_SB_COMPONENT_MASK_Y = 2, D3D10_SB_COMPONENT_MASK_Z = 4, D3D10_SB_COMPONENT_MASK_W = 8, D3D10_SB_COMPONENT_MASK_R = 1, D3D10_SB_COMPONENT_MASK_G = 2, D3D10_SB_COMPONENT_MASK_B = 4, D3D10_SB_COMPONENT_MASK_A = 8, D3D10_SB_COMPONENT_MASK_ALL = 15, }} ENUM!{enum D3D10_SB_NAME { D3D10_SB_NAME_UNDEFINED = 0, D3D10_SB_NAME_POSITION = 1, D3D10_SB_NAME_CLIP_DISTANCE = 2, D3D10_SB_NAME_CULL_DISTANCE = 3, D3D10_SB_NAME_RENDER_TARGET_ARRAY_INDEX = 4, D3D10_SB_NAME_VIEWPORT_ARRAY_INDEX = 5, D3D10_SB_NAME_VERTEX_ID = 6, D3D10_SB_NAME_PRIMITIVE_ID = 7, D3D10_SB_NAME_INSTANCE_ID = 8, D3D10_SB_NAME_IS_FRONT_FACE = 9, D3D10_SB_NAME_SAMPLE_INDEX = 10, D3D11_SB_NAME_FINAL_QUAD_U_EQ_0_EDGE_TESSFACTOR = 11, D3D11_SB_NAME_FINAL_QUAD_V_EQ_0_EDGE_TESSFACTOR = 12, D3D11_SB_NAME_FINAL_QUAD_U_EQ_1_EDGE_TESSFACTOR = 13, D3D11_SB_NAME_FINAL_QUAD_V_EQ_1_EDGE_TESSFACTOR = 14, D3D11_SB_NAME_FINAL_QUAD_U_INSIDE_TESSFACTOR = 15, D3D11_SB_NAME_FINAL_QUAD_V_INSIDE_TESSFACTOR = 16, D3D11_SB_NAME_FINAL_TRI_U_EQ_0_EDGE_TESSFACTOR = 17, D3D11_SB_NAME_FINAL_TRI_V_EQ_0_EDGE_TESSFACTOR = 18, D3D11_SB_NAME_FINAL_TRI_W_EQ_0_EDGE_TESSFACTOR = 19, D3D11_SB_NAME_FINAL_TRI_INSIDE_TESSFACTOR = 20, D3D11_SB_NAME_FINAL_LINE_DETAIL_TESSFACTOR = 21, D3D11_SB_NAME_FINAL_LINE_DENSITY_TESSFACTOR = 22, }} ENUM!{enum D3D10_SB_RESOURCE_DIMENSION { D3D10_SB_RESOURCE_DIMENSION_UNKNOWN = 0, D3D10_SB_RESOURCE_DIMENSION_BUFFER = 1, D3D10_SB_RESOURCE_DIMENSION_TEXTURE1D = 2, D3D10_SB_RESOURCE_DIMENSION_TEXTURE2D = 3, D3D10_SB_RESOURCE_DIMENSION_TEXTURE2DMS = 4, D3D10_SB_RESOURCE_DIMENSION_TEXTURE3D = 5, D3D10_SB_RESOURCE_DIMENSION_TEXTURECUBE = 6, D3D10_SB_RESOURCE_DIMENSION_TEXTURE1DARRAY = 7, D3D10_SB_RESOURCE_DIMENSION_TEXTURE2DARRAY = 8, D3D10_SB_RESOURCE_DIMENSION_TEXTURE2DMSARRAY = 9, D3D10_SB_RESOURCE_DIMENSION_TEXTURECUBEARRAY = 10, D3D11_SB_RESOURCE_DIMENSION_RAW_BUFFER = 11, D3D11_SB_RESOURCE_DIMENSION_STRUCTURED_BUFFER = 12, }} ENUM!{enum D3D10_SB_RESOURCE_RETURN_TYPE { D3D10_SB_RETURN_TYPE_UNORM = 1, D3D10_SB_RETURN_TYPE_SNORM = 2, D3D10_SB_RETURN_TYPE_SINT = 3, D3D10_SB_RETURN_TYPE_UINT = 4, D3D10_SB_RETURN_TYPE_FLOAT = 5, D3D10_SB_RETURN_TYPE_MIXED = 6, D3D11_SB_RETURN_TYPE_DOUBLE = 7, D3D11_SB_RETURN_TYPE_CONTINUED = 8, D3D11_SB_RETURN_TYPE_UNUSED = 9, }} ENUM!{enum D3D10_SB_REGISTER_COMPONENT_TYPE { D3D10_SB_REGISTER_COMPONENT_UNKNOWN = 0, D3D10_SB_REGISTER_COMPONENT_UINT32 = 1, D3D10_SB_REGISTER_COMPONENT_SINT32 = 2, D3D10_SB_REGISTER_COMPONENT_FLOAT32 = 3, }} ENUM!{enum D3D10_SB_INSTRUCTION_RETURN_TYPE { D3D10_SB_INSTRUCTION_RETURN_FLOAT = 0, D3D10_SB_INSTRUCTION_RETURN_UINT = 1, }} pub const D3D10_SB_INSTRUCTION_RETURN_TYPE_MASK: DWORD = 0x00001800; pub const D3D10_SB_INSTRUCTION_RETURN_TYPE_SHIFT: DWORD = 11; #[inline] pub fn DECODE_D3D10_SB_INSTRUCTION_RETURN_TYPE( OpcodeToken0: DWORD, ) -> D3D10_SB_INSTRUCTION_RETURN_TYPE { ((OpcodeToken0 & D3D10_SB_INSTRUCTION_RETURN_TYPE_MASK) >> D3D10_SB_INSTRUCTION_RETURN_TYPE_SHIFT) as D3D10_SB_INSTRUCTION_RETURN_TYPE } #[inline] pub fn ENCODE_D3D10_SB_INSTRUCTION_RETURN_TYPE( ReturnType: D3D10_SB_INSTRUCTION_RETURN_TYPE, ) -> DWORD { (ReturnType << D3D10_SB_INSTRUCTION_RETURN_TYPE_SHIFT) & D3D10_SB_INSTRUCTION_RETURN_TYPE_MASK } pub const D3D11_SB_INTERFACE_INDEXED_BIT_MASK: DWORD = 0x00000800; pub const D3D11_SB_INTERFACE_INDEXED_BIT_SHIFT: DWORD = 11; pub const D3D11_SB_INTERFACE_TABLE_LENGTH_MASK: DWORD = 0x0000ffff; pub const D3D11_SB_INTERFACE_TABLE_LENGTH_SHIFT: DWORD = 0; pub const D3D11_SB_INTERFACE_ARRAY_LENGTH_MASK: DWORD = 0xffff0000; pub const D3D11_SB_INTERFACE_ARRAY_LENGTH_SHIFT: DWORD = 16; #[inline] pub fn DECODE_D3D11_SB_INTERFACE_INDEXED_BIT(OpcodeToken0: DWORD) -> DWORD { if (OpcodeToken0 & D3D11_SB_INTERFACE_INDEXED_BIT_MASK) >> D3D11_SB_INTERFACE_INDEXED_BIT_SHIFT != 0 { 1 } else { 0 } } #[inline] pub fn ENCODE_D3D11_SB_INTERFACE_INDEXED_BIT(IndexedBit: DWORD) -> DWORD { (IndexedBit << D3D11_SB_INTERFACE_INDEXED_BIT_SHIFT) & D3D11_SB_INTERFACE_INDEXED_BIT_MASK } #[inline] pub fn DECODE_D3D11_SB_INTERFACE_TABLE_LENGTH(OpcodeToken0: DWORD) -> UINT { ((OpcodeToken0 & D3D11_SB_INTERFACE_TABLE_LENGTH_MASK) >> D3D11_SB_INTERFACE_TABLE_LENGTH_SHIFT) as UINT } #[inline] pub fn ENCODE_D3D11_SB_INTERFACE_TABLE_LENGTH(TableLength: DWORD) -> DWORD { (TableLength << D3D11_SB_INTERFACE_TABLE_LENGTH_SHIFT) & D3D11_SB_INTERFACE_TABLE_LENGTH_MASK } #[inline] pub fn DECODE_D3D11_SB_INTERFACE_ARRAY_LENGTH(OpcodeToken0: DWORD) -> UINT { ((OpcodeToken0 & D3D11_SB_INTERFACE_ARRAY_LENGTH_MASK) >> D3D11_SB_INTERFACE_ARRAY_LENGTH_SHIFT) as UINT } #[inline] pub fn ENCODE_D3D11_SB_INTERFACE_ARRAY_LENGTH(ArrayLength: DWORD) -> DWORD { (ArrayLength << D3D11_SB_INTERFACE_ARRAY_LENGTH_SHIFT) & D3D11_SB_INTERFACE_ARRAY_LENGTH_MASK } pub const D3D11_SB_GLOBALLY_COHERENT_ACCESS: DWORD = 0x00010000; pub const D3D11_SB_ACCESS_COHERENCY_MASK: DWORD = 0x00010000; #[inline] pub fn DECODE_D3D11_SB_ACCESS_COHERENCY_FLAGS(OperandToken0: DWORD) -> DWORD { OperandToken0 & D3D11_SB_ACCESS_COHERENCY_MASK } #[inline] pub fn ENCODE_D3D11_SB_ACCESS_COHERENCY_FLAGS(Flags: DWORD) -> DWORD { Flags & D3D11_SB_ACCESS_COHERENCY_MASK } pub const D3D11_SB_UAV_HAS_ORDER_PRESERVING_COUNTER: DWORD = 0x00800000; pub const D3D11_SB_UAV_FLAGS_MASK: DWORD = 0x00800000; #[inline] pub fn DECODE_D3D11_SB_UAV_FLAGS(OperandToken0: DWORD) -> DWORD { OperandToken0 & D3D11_SB_UAV_FLAGS_MASK } #[inline] pub fn ENCODE_D3D11_SB_UAV_FLAGS(Flags: DWORD) -> DWORD { Flags & D3D11_SB_UAV_FLAGS_MASK }