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1 // Licensed under the Apache License, Version 2.0
2 // <LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
3 // <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your option.
4 // All files in the project carrying such notice may not be copied, modified, or distributed
5 // except according to those terms.
6 use shared::minwindef::{DWORD, UINT};
7 ENUM!{enum D3D10_SB_TOKENIZED_PROGRAM_TYPE {
8 D3D10_SB_PIXEL_SHADER = 0,
9 D3D10_SB_VERTEX_SHADER = 1,
10 D3D10_SB_GEOMETRY_SHADER = 2,
11 D3D11_SB_HULL_SHADER = 3,
12 D3D11_SB_DOMAIN_SHADER = 4,
13 D3D11_SB_COMPUTE_SHADER = 5,
14 D3D11_SB_RESERVED0 = 0xFFF0,
15 }}
16 pub const D3D10_SB_TOKENIZED_PROGRAM_TYPE_MASK: DWORD = 0xffff0000;
17 pub const D3D10_SB_TOKENIZED_PROGRAM_TYPE_SHIFT: DWORD = 16;
18 #[inline]
19 pub fn DECODE_D3D10_SB_TOKENIZED_PROGRAM_TYPE(VerTok: DWORD) -> DWORD {
20 (((VerTok & D3D10_SB_TOKENIZED_PROGRAM_TYPE_MASK) >> D3D10_SB_TOKENIZED_PROGRAM_TYPE_SHIFT)
21 as D3D10_SB_TOKENIZED_PROGRAM_TYPE)
22 }
23 pub const D3D10_SB_TOKENIZED_PROGRAM_MAJOR_VERSION_MASK: DWORD = 0x000000f0;
24 pub const D3D10_SB_TOKENIZED_PROGRAM_MAJOR_VERSION_SHIFT: DWORD = 4;
25 pub const D3D10_SB_TOKENIZED_PROGRAM_MINOR_VERSION_MASK: DWORD = 0x0000000f;
26 #[inline]
27 pub fn DECODE_D3D10_SB_TOKENIZED_PROGRAM_MAJOR_VERSION(VerTok: DWORD) -> DWORD {
28 ((VerTok & D3D10_SB_TOKENIZED_PROGRAM_MAJOR_VERSION_MASK)
29 >> D3D10_SB_TOKENIZED_PROGRAM_MAJOR_VERSION_SHIFT)
30 }
31 #[inline]
32 pub fn DECODE_D3D10_SB_TOKENIZED_PROGRAM_MINOR_VERSION(VerTok: DWORD) -> DWORD {
33 (VerTok & D3D10_SB_TOKENIZED_PROGRAM_MINOR_VERSION_MASK)
34 }
35 #[inline]
36 pub fn ENCODE_D3D10_SB_TOKENIZED_PROGRAM_VERSION_TOKEN(
37 ProgType: DWORD,
38 MajorVer: DWORD,
39 MinorVer: DWORD,
40 ) -> DWORD {
41 ((ProgType << D3D10_SB_TOKENIZED_PROGRAM_TYPE_SHIFT) & D3D10_SB_TOKENIZED_PROGRAM_TYPE_MASK)
42 | ((MajorVer << D3D10_SB_TOKENIZED_PROGRAM_MAJOR_VERSION_SHIFT)
43 & D3D10_SB_TOKENIZED_PROGRAM_MAJOR_VERSION_MASK)
44 | (MinorVer & D3D10_SB_TOKENIZED_PROGRAM_MINOR_VERSION_MASK)
45 }
46 #[inline]
47 pub fn DECODE_D3D10_SB_TOKENIZED_PROGRAM_LENGTH(LenTok: DWORD) -> DWORD {
48 LenTok
49 }
50 #[inline]
51 pub fn ENCODE_D3D10_SB_TOKENIZED_PROGRAM_LENGTH(Length: DWORD) -> DWORD {
52 Length
53 }
54 pub const MAX_D3D10_SB_TOKENIZED_PROGRAM_LENGTH: DWORD = 0xffffffff;
55 ENUM!{enum D3D10_SB_OPCODE_TYPE {
56 D3D10_SB_OPCODE_ADD = 0,
57 D3D10_SB_OPCODE_AND = 1,
58 D3D10_SB_OPCODE_BREAK = 2,
59 D3D10_SB_OPCODE_BREAKC = 3,
60 D3D10_SB_OPCODE_CALL = 4,
61 D3D10_SB_OPCODE_CALLC = 5,
62 D3D10_SB_OPCODE_CASE = 6,
63 D3D10_SB_OPCODE_CONTINUE = 7,
64 D3D10_SB_OPCODE_CONTINUEC = 8,
65 D3D10_SB_OPCODE_CUT = 9,
66 D3D10_SB_OPCODE_DEFAULT = 10,
67 D3D10_SB_OPCODE_DERIV_RTX = 11,
68 D3D10_SB_OPCODE_DERIV_RTY = 12,
69 D3D10_SB_OPCODE_DISCARD = 13,
70 D3D10_SB_OPCODE_DIV = 14,
71 D3D10_SB_OPCODE_DP2 = 15,
72 D3D10_SB_OPCODE_DP3 = 16,
73 D3D10_SB_OPCODE_DP4 = 17,
74 D3D10_SB_OPCODE_ELSE = 18,
75 D3D10_SB_OPCODE_EMIT = 19,
76 D3D10_SB_OPCODE_EMITTHENCUT = 20,
77 D3D10_SB_OPCODE_ENDIF = 21,
78 D3D10_SB_OPCODE_ENDLOOP = 22,
79 D3D10_SB_OPCODE_ENDSWITCH = 23,
80 D3D10_SB_OPCODE_EQ = 24,
81 D3D10_SB_OPCODE_EXP = 25,
82 D3D10_SB_OPCODE_FRC = 26,
83 D3D10_SB_OPCODE_FTOI = 27,
84 D3D10_SB_OPCODE_FTOU = 28,
85 D3D10_SB_OPCODE_GE = 29,
86 D3D10_SB_OPCODE_IADD = 30,
87 D3D10_SB_OPCODE_IF = 31,
88 D3D10_SB_OPCODE_IEQ = 32,
89 D3D10_SB_OPCODE_IGE = 33,
90 D3D10_SB_OPCODE_ILT = 34,
91 D3D10_SB_OPCODE_IMAD = 35,
92 D3D10_SB_OPCODE_IMAX = 36,
93 D3D10_SB_OPCODE_IMIN = 37,
94 D3D10_SB_OPCODE_IMUL = 38,
95 D3D10_SB_OPCODE_INE = 39,
96 D3D10_SB_OPCODE_INEG = 40,
97 D3D10_SB_OPCODE_ISHL = 41,
98 D3D10_SB_OPCODE_ISHR = 42,
99 D3D10_SB_OPCODE_ITOF = 43,
100 D3D10_SB_OPCODE_LABEL = 44,
101 D3D10_SB_OPCODE_LD = 45,
102 D3D10_SB_OPCODE_LD_MS = 46,
103 D3D10_SB_OPCODE_LOG = 47,
104 D3D10_SB_OPCODE_LOOP = 48,
105 D3D10_SB_OPCODE_LT = 49,
106 D3D10_SB_OPCODE_MAD = 50,
107 D3D10_SB_OPCODE_MIN = 51,
108 D3D10_SB_OPCODE_MAX = 52,
109 D3D10_SB_OPCODE_CUSTOMDATA = 53,
110 D3D10_SB_OPCODE_MOV = 54,
111 D3D10_SB_OPCODE_MOVC = 55,
112 D3D10_SB_OPCODE_MUL = 56,
113 D3D10_SB_OPCODE_NE = 57,
114 D3D10_SB_OPCODE_NOP = 58,
115 D3D10_SB_OPCODE_NOT = 59,
116 D3D10_SB_OPCODE_OR = 60,
117 D3D10_SB_OPCODE_RESINFO = 61,
118 D3D10_SB_OPCODE_RET = 62,
119 D3D10_SB_OPCODE_RETC = 63,
120 D3D10_SB_OPCODE_ROUND_NE = 64,
121 D3D10_SB_OPCODE_ROUND_NI = 65,
122 D3D10_SB_OPCODE_ROUND_PI = 66,
123 D3D10_SB_OPCODE_ROUND_Z = 67,
124 D3D10_SB_OPCODE_RSQ = 68,
125 D3D10_SB_OPCODE_SAMPLE = 69,
126 D3D10_SB_OPCODE_SAMPLE_C = 70,
127 D3D10_SB_OPCODE_SAMPLE_C_LZ = 71,
128 D3D10_SB_OPCODE_SAMPLE_L = 72,
129 D3D10_SB_OPCODE_SAMPLE_D = 73,
130 D3D10_SB_OPCODE_SAMPLE_B = 74,
131 D3D10_SB_OPCODE_SQRT = 75,
132 D3D10_SB_OPCODE_SWITCH = 76,
133 D3D10_SB_OPCODE_SINCOS = 77,
134 D3D10_SB_OPCODE_UDIV = 78,
135 D3D10_SB_OPCODE_ULT = 79,
136 D3D10_SB_OPCODE_UGE = 80,
137 D3D10_SB_OPCODE_UMUL = 81,
138 D3D10_SB_OPCODE_UMAD = 82,
139 D3D10_SB_OPCODE_UMAX = 83,
140 D3D10_SB_OPCODE_UMIN = 84,
141 D3D10_SB_OPCODE_USHR = 85,
142 D3D10_SB_OPCODE_UTOF = 86,
143 D3D10_SB_OPCODE_XOR = 87,
144 D3D10_SB_OPCODE_DCL_RESOURCE = 88,
145 D3D10_SB_OPCODE_DCL_CONSTANT_BUFFER = 89,
146 D3D10_SB_OPCODE_DCL_SAMPLER = 90,
147 D3D10_SB_OPCODE_DCL_INDEX_RANGE = 91,
148 D3D10_SB_OPCODE_DCL_GS_OUTPUT_PRIMITIVE_TOPOLOGY = 92,
149 D3D10_SB_OPCODE_DCL_GS_INPUT_PRIMITIVE = 93,
150 D3D10_SB_OPCODE_DCL_MAX_OUTPUT_VERTEX_COUNT = 94,
151 D3D10_SB_OPCODE_DCL_INPUT = 95,
152 D3D10_SB_OPCODE_DCL_INPUT_SGV = 96,
153 D3D10_SB_OPCODE_DCL_INPUT_SIV = 97,
154 D3D10_SB_OPCODE_DCL_INPUT_PS = 98,
155 D3D10_SB_OPCODE_DCL_INPUT_PS_SGV = 99,
156 D3D10_SB_OPCODE_DCL_INPUT_PS_SIV = 100,
157 D3D10_SB_OPCODE_DCL_OUTPUT = 101,
158 D3D10_SB_OPCODE_DCL_OUTPUT_SGV = 102,
159 D3D10_SB_OPCODE_DCL_OUTPUT_SIV = 103,
160 D3D10_SB_OPCODE_DCL_TEMPS = 104,
161 D3D10_SB_OPCODE_DCL_INDEXABLE_TEMP = 105,
162 D3D10_SB_OPCODE_DCL_GLOBAL_FLAGS = 106,
163 D3D10_SB_OPCODE_RESERVED0 = 107,
164 D3D10_1_SB_OPCODE_LOD = 108,
165 D3D10_1_SB_OPCODE_GATHER4 = 109,
166 D3D10_1_SB_OPCODE_SAMPLE_POS = 110,
167 D3D10_1_SB_OPCODE_SAMPLE_INFO = 111,
168 D3D10_1_SB_OPCODE_RESERVED1 = 112,
169 D3D11_SB_OPCODE_HS_DECLS = 113,
170 D3D11_SB_OPCODE_HS_CONTROL_POINT_PHASE = 114,
171 D3D11_SB_OPCODE_HS_FORK_PHASE = 115,
172 D3D11_SB_OPCODE_HS_JOIN_PHASE = 116,
173 D3D11_SB_OPCODE_EMIT_STREAM = 117,
174 D3D11_SB_OPCODE_CUT_STREAM = 118,
175 D3D11_SB_OPCODE_EMITTHENCUT_STREAM = 119,
176 D3D11_SB_OPCODE_INTERFACE_CALL = 120,
177 D3D11_SB_OPCODE_BUFINFO = 121,
178 D3D11_SB_OPCODE_DERIV_RTX_COARSE = 122,
179 D3D11_SB_OPCODE_DERIV_RTX_FINE = 123,
180 D3D11_SB_OPCODE_DERIV_RTY_COARSE = 124,
181 D3D11_SB_OPCODE_DERIV_RTY_FINE = 125,
182 D3D11_SB_OPCODE_GATHER4_C = 126,
183 D3D11_SB_OPCODE_GATHER4_PO = 127,
184 D3D11_SB_OPCODE_GATHER4_PO_C = 128,
185 D3D11_SB_OPCODE_RCP = 129,
186 D3D11_SB_OPCODE_F32TOF16 = 130,
187 D3D11_SB_OPCODE_F16TOF32 = 131,
188 D3D11_SB_OPCODE_UADDC = 132,
189 D3D11_SB_OPCODE_USUBB = 133,
190 D3D11_SB_OPCODE_COUNTBITS = 134,
191 D3D11_SB_OPCODE_FIRSTBIT_HI = 135,
192 D3D11_SB_OPCODE_FIRSTBIT_LO = 136,
193 D3D11_SB_OPCODE_FIRSTBIT_SHI = 137,
194 D3D11_SB_OPCODE_UBFE = 138,
195 D3D11_SB_OPCODE_IBFE = 139,
196 D3D11_SB_OPCODE_BFI = 140,
197 D3D11_SB_OPCODE_BFREV = 141,
198 D3D11_SB_OPCODE_SWAPC = 142,
199 D3D11_SB_OPCODE_DCL_STREAM = 143,
200 D3D11_SB_OPCODE_DCL_FUNCTION_BODY = 144,
201 D3D11_SB_OPCODE_DCL_FUNCTION_TABLE = 145,
202 D3D11_SB_OPCODE_DCL_INTERFACE = 146,
203 D3D11_SB_OPCODE_DCL_INPUT_CONTROL_POINT_COUNT = 147,
204 D3D11_SB_OPCODE_DCL_OUTPUT_CONTROL_POINT_COUNT = 148,
205 D3D11_SB_OPCODE_DCL_TESS_DOMAIN = 149,
206 D3D11_SB_OPCODE_DCL_TESS_PARTITIONING = 150,
207 D3D11_SB_OPCODE_DCL_TESS_OUTPUT_PRIMITIVE = 151,
208 D3D11_SB_OPCODE_DCL_HS_MAX_TESSFACTOR = 152,
209 D3D11_SB_OPCODE_DCL_HS_FORK_PHASE_INSTANCE_COUNT = 153,
210 D3D11_SB_OPCODE_DCL_HS_JOIN_PHASE_INSTANCE_COUNT = 154,
211 D3D11_SB_OPCODE_DCL_THREAD_GROUP = 155,
212 D3D11_SB_OPCODE_DCL_UNORDERED_ACCESS_VIEW_TYPED = 156,
213 D3D11_SB_OPCODE_DCL_UNORDERED_ACCESS_VIEW_RAW = 157,
214 D3D11_SB_OPCODE_DCL_UNORDERED_ACCESS_VIEW_STRUCTURED = 158,
215 D3D11_SB_OPCODE_DCL_THREAD_GROUP_SHARED_MEMORY_RAW = 159,
216 D3D11_SB_OPCODE_DCL_THREAD_GROUP_SHARED_MEMORY_STRUCTURED = 160,
217 D3D11_SB_OPCODE_DCL_RESOURCE_RAW = 161,
218 D3D11_SB_OPCODE_DCL_RESOURCE_STRUCTURED = 162,
219 D3D11_SB_OPCODE_LD_UAV_TYPED = 163,
220 D3D11_SB_OPCODE_STORE_UAV_TYPED = 164,
221 D3D11_SB_OPCODE_LD_RAW = 165,
222 D3D11_SB_OPCODE_STORE_RAW = 166,
223 D3D11_SB_OPCODE_LD_STRUCTURED = 167,
224 D3D11_SB_OPCODE_STORE_STRUCTURED = 168,
225 D3D11_SB_OPCODE_ATOMIC_AND = 169,
226 D3D11_SB_OPCODE_ATOMIC_OR = 170,
227 D3D11_SB_OPCODE_ATOMIC_XOR = 171,
228 D3D11_SB_OPCODE_ATOMIC_CMP_STORE = 172,
229 D3D11_SB_OPCODE_ATOMIC_IADD = 173,
230 D3D11_SB_OPCODE_ATOMIC_IMAX = 174,
231 D3D11_SB_OPCODE_ATOMIC_IMIN = 175,
232 D3D11_SB_OPCODE_ATOMIC_UMAX = 176,
233 D3D11_SB_OPCODE_ATOMIC_UMIN = 177,
234 D3D11_SB_OPCODE_IMM_ATOMIC_ALLOC = 178,
235 D3D11_SB_OPCODE_IMM_ATOMIC_CONSUME = 179,
236 D3D11_SB_OPCODE_IMM_ATOMIC_IADD = 180,
237 D3D11_SB_OPCODE_IMM_ATOMIC_AND = 181,
238 D3D11_SB_OPCODE_IMM_ATOMIC_OR = 182,
239 D3D11_SB_OPCODE_IMM_ATOMIC_XOR = 183,
240 D3D11_SB_OPCODE_IMM_ATOMIC_EXCH = 184,
241 D3D11_SB_OPCODE_IMM_ATOMIC_CMP_EXCH = 185,
242 D3D11_SB_OPCODE_IMM_ATOMIC_IMAX = 186,
243 D3D11_SB_OPCODE_IMM_ATOMIC_IMIN = 187,
244 D3D11_SB_OPCODE_IMM_ATOMIC_UMAX = 188,
245 D3D11_SB_OPCODE_IMM_ATOMIC_UMIN = 189,
246 D3D11_SB_OPCODE_SYNC = 190,
247 D3D11_SB_OPCODE_DADD = 191,
248 D3D11_SB_OPCODE_DMAX = 192,
249 D3D11_SB_OPCODE_DMIN = 193,
250 D3D11_SB_OPCODE_DMUL = 194,
251 D3D11_SB_OPCODE_DEQ = 195,
252 D3D11_SB_OPCODE_DGE = 196,
253 D3D11_SB_OPCODE_DLT = 197,
254 D3D11_SB_OPCODE_DNE = 198,
255 D3D11_SB_OPCODE_DMOV = 199,
256 D3D11_SB_OPCODE_DMOVC = 200,
257 D3D11_SB_OPCODE_DTOF = 201,
258 D3D11_SB_OPCODE_FTOD = 202,
259 D3D11_SB_OPCODE_EVAL_SNAPPED = 203,
260 D3D11_SB_OPCODE_EVAL_SAMPLE_INDEX = 204,
261 D3D11_SB_OPCODE_EVAL_CENTROID = 205,
262 D3D11_SB_OPCODE_DCL_GS_INSTANCE_COUNT = 206,
263 D3D11_SB_OPCODE_ABORT = 207,
264 D3D11_SB_OPCODE_DEBUG_BREAK = 208,
265 D3D11_SB_OPCODE_RESERVED0 = 209,
266 D3D11_1_SB_OPCODE_DDIV = 210,
267 D3D11_1_SB_OPCODE_DFMA = 211,
268 D3D11_1_SB_OPCODE_DRCP = 212,
269 D3D11_1_SB_OPCODE_MSAD = 213,
270 D3D11_1_SB_OPCODE_DTOI = 214,
271 D3D11_1_SB_OPCODE_DTOU = 215,
272 D3D11_1_SB_OPCODE_ITOD = 216,
273 D3D11_1_SB_OPCODE_UTOD = 217,
274 D3D11_1_SB_OPCODE_RESERVED0 = 218,
275 D3DWDDM1_3_SB_OPCODE_GATHER4_FEEDBACK = 219,
276 D3DWDDM1_3_SB_OPCODE_GATHER4_C_FEEDBACK = 220,
277 D3DWDDM1_3_SB_OPCODE_GATHER4_PO_FEEDBACK = 221,
278 D3DWDDM1_3_SB_OPCODE_GATHER4_PO_C_FEEDBACK = 222,
279 D3DWDDM1_3_SB_OPCODE_LD_FEEDBACK = 223,
280 D3DWDDM1_3_SB_OPCODE_LD_MS_FEEDBACK = 224,
281 D3DWDDM1_3_SB_OPCODE_LD_UAV_TYPED_FEEDBACK = 225,
282 D3DWDDM1_3_SB_OPCODE_LD_RAW_FEEDBACK = 226,
283 D3DWDDM1_3_SB_OPCODE_LD_STRUCTURED_FEEDBACK = 227,
284 D3DWDDM1_3_SB_OPCODE_SAMPLE_L_FEEDBACK = 228,
285 D3DWDDM1_3_SB_OPCODE_SAMPLE_C_LZ_FEEDBACK = 229,
286 D3DWDDM1_3_SB_OPCODE_SAMPLE_CLAMP_FEEDBACK = 230,
287 D3DWDDM1_3_SB_OPCODE_SAMPLE_B_CLAMP_FEEDBACK = 231,
288 D3DWDDM1_3_SB_OPCODE_SAMPLE_D_CLAMP_FEEDBACK = 232,
289 D3DWDDM1_3_SB_OPCODE_SAMPLE_C_CLAMP_FEEDBACK = 233,
290 D3DWDDM1_3_SB_OPCODE_CHECK_ACCESS_FULLY_MAPPED = 234,
291 D3DWDDM1_3_SB_OPCODE_RESERVED0 = 235,
292 D3D10_SB_NUM_OPCODES = 236,
293 }}
294 pub const D3D10_SB_OPCODE_TYPE_MASK: DWORD = 0x00007ff;
295 #[inline]
296 pub fn DECODE_D3D10_SB_OPCODE_TYPE(OpcodeToken0: DWORD) -> D3D10_SB_OPCODE_TYPE {
297 (OpcodeToken0 & D3D10_SB_OPCODE_TYPE_MASK) as D3D10_SB_OPCODE_TYPE
298 }
299 #[inline]
300 pub fn ENCODE_D3D10_SB_OPCODE_TYPE(OpcodeName: D3D10_SB_OPCODE_TYPE) -> DWORD {
301 OpcodeName & D3D10_SB_OPCODE_TYPE_MASK
302 }
303 pub const D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH_MASK: DWORD = 0x7f000000;
304 pub const D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH_SHIFT: DWORD = 24;
305 #[inline]
306 pub fn DECODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(OpcodeToken0: DWORD) -> DWORD {
307 (OpcodeToken0 & D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH_MASK)
308 >> D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH_SHIFT
309 }
310 #[inline]
311 pub fn ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(Length: DWORD) -> DWORD {
312 (Length << D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH_SHIFT)
313 & D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH_MASK
314 }
315 pub const MAX_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH: DWORD = 127;
316 pub const D3D10_SB_INSTRUCTION_SATURATE_MASK: DWORD = 0x00002000;
317 #[inline]
318 pub fn DECODE_IS_D3D10_SB_INSTRUCTION_SATURATE_ENABLED(OpcodeToken0: DWORD) -> DWORD {
319 OpcodeToken0 & D3D10_SB_INSTRUCTION_SATURATE_MASK
320 }
321 #[inline]
322 pub fn ENCODE_D3D10_SB_INSTRUCTION_SATURATE(bSat: DWORD) -> DWORD {
323 if bSat != 0 {
324 D3D10_SB_INSTRUCTION_SATURATE_MASK
325 } else {
326 0
327 }
328 }
329 ENUM!{enum D3D10_SB_INSTRUCTION_TEST_BOOLEAN {
330 D3D10_SB_INSTRUCTION_TEST_ZERO = 0,
331 D3D10_SB_INSTRUCTION_TEST_NONZERO = 1,
332 }}
333 pub const D3D10_SB_INSTRUCTION_TEST_BOOLEAN_MASK: DWORD = 0x00040000;
334 pub const D3D10_SB_INSTRUCTION_TEST_BOOLEAN_SHIFT: DWORD = 18;
335 #[inline]
336 pub fn DECODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(
337 OpcodeToken0: DWORD,
338 ) -> D3D10_SB_INSTRUCTION_TEST_BOOLEAN {
339 ((OpcodeToken0 & D3D10_SB_INSTRUCTION_TEST_BOOLEAN_MASK)
340 >> D3D10_SB_INSTRUCTION_TEST_BOOLEAN_SHIFT) as D3D10_SB_INSTRUCTION_TEST_BOOLEAN
341 }
342 #[inline]
343 pub fn ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(
344 Boolean: D3D10_SB_INSTRUCTION_TEST_BOOLEAN,
345 ) -> DWORD {
346 (Boolean << D3D10_SB_INSTRUCTION_TEST_BOOLEAN_SHIFT) & D3D10_SB_INSTRUCTION_TEST_BOOLEAN_MASK
347 }
348 pub const D3D11_SB_INSTRUCTION_PRECISE_VALUES_MASK: DWORD = 0x00780000;
349 pub const D3D11_SB_INSTRUCTION_PRECISE_VALUES_SHIFT: DWORD = 19;
350 #[inline]
351 pub fn DECODE_D3D11_SB_INSTRUCTION_PRECISE_VALUES(OpcodeToken0: DWORD) -> DWORD {
352 (OpcodeToken0 & D3D11_SB_INSTRUCTION_PRECISE_VALUES_MASK)
353 >> D3D11_SB_INSTRUCTION_PRECISE_VALUES_SHIFT
354 }
355 #[inline]
356 pub fn ENCODE_D3D11_SB_INSTRUCTION_PRECISE_VALUES(ComponentMask: DWORD) -> DWORD {
357 (ComponentMask << D3D11_SB_INSTRUCTION_PRECISE_VALUES_SHIFT)
358 & D3D11_SB_INSTRUCTION_PRECISE_VALUES_MASK
359 }
360 ENUM!{enum D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE {
361 D3D10_SB_RESINFO_INSTRUCTION_RETURN_FLOAT = 0,
362 D3D10_SB_RESINFO_INSTRUCTION_RETURN_RCPFLOAT = 1,
363 D3D10_SB_RESINFO_INSTRUCTION_RETURN_UINT = 2,
364 }}
365 pub const D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE_MASK: DWORD = 0x00001800;
366 pub const D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE_SHIFT: DWORD = 11;
367 #[inline]
368 pub fn DECODE_D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE(
369 OpcodeToken0: DWORD,
370 ) -> D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE {
371 ((OpcodeToken0 & D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE_MASK)
372 >> D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE_SHIFT)
373 as D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE
374 }
375 #[inline]
376 pub fn ENCODE_D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE(
377 ReturnType: D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE,
378 ) -> DWORD {
379 (ReturnType << D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE_SHIFT)
380 & D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE_MASK
381 }
382 pub const D3D11_SB_SYNC_THREADS_IN_GROUP: DWORD = 0x00000800;
383 pub const D3D11_SB_SYNC_THREAD_GROUP_SHARED_MEMORY: DWORD = 0x00001000;
384 pub const D3D11_SB_SYNC_UNORDERED_ACCESS_VIEW_MEMORY_GROUP: DWORD = 0x00002000;
385 pub const D3D11_SB_SYNC_UNORDERED_ACCESS_VIEW_MEMORY_GLOBAL: DWORD = 0x00004000;
386 pub const D3D11_SB_SYNC_FLAGS_MASK: DWORD = 0x00007800;
387 #[inline]
388 pub fn DECODE_D3D11_SB_SYNC_FLAGS(OperandToken0: DWORD) -> DWORD {
389 OperandToken0 & D3D11_SB_SYNC_FLAGS_MASK
390 }
391 #[inline]
392 pub fn ENCODE_D3D11_SB_SYNC_FLAGS(Flags: DWORD) -> DWORD {
393 Flags & D3D11_SB_SYNC_FLAGS_MASK
394 }
395 pub const D3D10_SB_OPCODE_EXTENDED_MASK: DWORD = 0x80000000;
396 pub const D3D10_SB_OPCODE_EXTENDED_SHIFT: DWORD = 31;
397 #[inline]
398 pub fn DECODE_IS_D3D10_SB_OPCODE_EXTENDED(OpcodeToken0: DWORD) -> DWORD {
399 (OpcodeToken0 & D3D10_SB_OPCODE_EXTENDED_MASK) >> D3D10_SB_OPCODE_EXTENDED_SHIFT
400 }
401 #[inline]
402 pub fn ENCODE_D3D10_SB_OPCODE_EXTENDED(bExtended: DWORD) -> DWORD {
403 if bExtended != 0 {
404 D3D10_SB_OPCODE_EXTENDED_MASK
405 } else {
406 0
407 }
408 }
409 ENUM!{enum D3D10_SB_EXTENDED_OPCODE_TYPE {
410 D3D10_SB_EXTENDED_OPCODE_EMPTY = 0,
411 D3D10_SB_EXTENDED_OPCODE_SAMPLE_CONTROLS = 1,
412 D3D11_SB_EXTENDED_OPCODE_RESOURCE_DIM = 2,
413 D3D11_SB_EXTENDED_OPCODE_RESOURCE_RETURN_TYPE = 3,
414 }}
415 pub const D3D11_SB_MAX_SIMULTANEOUS_EXTENDED_OPCODES: DWORD = 3;
416 pub const D3D10_SB_EXTENDED_OPCODE_TYPE_MASK: DWORD = 0x0000003f;
417 #[inline]
418 pub fn DECODE_D3D10_SB_EXTENDED_OPCODE_TYPE(OpcodeToken1: DWORD) -> D3D10_SB_EXTENDED_OPCODE_TYPE {
419 (OpcodeToken1 & D3D10_SB_EXTENDED_OPCODE_TYPE_MASK) as D3D10_SB_EXTENDED_OPCODE_TYPE
420 }
421 #[inline]
422 pub fn ENCODE_D3D10_SB_EXTENDED_OPCODE_TYPE(
423 ExtOpcodeType: D3D10_SB_EXTENDED_OPCODE_TYPE,
424 ) -> DWORD {
425 ExtOpcodeType & D3D10_SB_EXTENDED_OPCODE_TYPE_MASK
426 }
427 ENUM!{enum D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_COORD {
428 D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_U = 0,
429 D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_V = 1,
430 D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_W = 2,
431 }}
432 pub const D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_COORD_MASK: DWORD = 3;
433 #[inline]
434 pub fn D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_SHIFT(Coord: DWORD) -> DWORD {
435 9 + 4 * (Coord & D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_COORD_MASK)
436 }
437 #[inline]
438 pub fn D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_MASK(Coord: DWORD) -> DWORD {
439 0x0000000f << D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_SHIFT(Coord)
440 }
441 #[inline]
442 pub fn DECODE_IMMEDIATE_D3D10_SB_ADDRESS_OFFSET(
443 Coord: DWORD,
444 OpcodeToken1: DWORD,
445 ) -> DWORD {
446 (OpcodeToken1 & D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_MASK(Coord))
447 >> D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_SHIFT(Coord)
448 }
449 #[inline]
450 pub fn ENCODE_IMMEDIATE_D3D10_SB_ADDRESS_OFFSET(
451 Coord: DWORD,
452 ImmediateOffset: DWORD,
453 ) -> DWORD {
454 (ImmediateOffset << D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_SHIFT(Coord))
455 & D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_MASK(Coord)
456 }
457 pub const D3D11_SB_EXTENDED_RESOURCE_DIMENSION_MASK: DWORD = 0x000007C0;
458 pub const D3D11_SB_EXTENDED_RESOURCE_DIMENSION_SHIFT: DWORD = 6;
459 #[inline]
460 pub fn DECODE_D3D11_SB_EXTENDED_RESOURCE_DIMENSION(
461 OpcodeTokenN: DWORD,
462 ) -> D3D10_SB_RESOURCE_DIMENSION {
463 ((OpcodeTokenN & D3D11_SB_EXTENDED_RESOURCE_DIMENSION_MASK)
464 >> D3D11_SB_EXTENDED_RESOURCE_DIMENSION_SHIFT) as D3D10_SB_RESOURCE_DIMENSION
465 }
466 #[inline]
467 pub fn ENCODE_D3D11_SB_EXTENDED_RESOURCE_DIMENSION(
468 ResourceDim: D3D10_SB_RESOURCE_DIMENSION,
469 ) -> DWORD {
470 (ResourceDim << D3D11_SB_EXTENDED_RESOURCE_DIMENSION_SHIFT)
471 & D3D11_SB_EXTENDED_RESOURCE_DIMENSION_MASK
472 }
473 pub const D3D11_SB_EXTENDED_RESOURCE_DIMENSION_STRUCTURE_STRIDE_MASK: DWORD = 0x007FF800;
474 pub const D3D11_SB_EXTENDED_RESOURCE_DIMENSION_STRUCTURE_STRIDE_SHIFT: DWORD = 11;
475 #[inline]
476 pub fn DECODE_D3D11_SB_EXTENDED_RESOURCE_DIMENSION_STRUCTURE_STRIDE(OpcodeTokenN: DWORD) -> DWORD {
477 (OpcodeTokenN & D3D11_SB_EXTENDED_RESOURCE_DIMENSION_STRUCTURE_STRIDE_MASK)
478 >> D3D11_SB_EXTENDED_RESOURCE_DIMENSION_STRUCTURE_STRIDE_SHIFT
479 }
480 #[inline]
481 pub fn ENCODE_D3D11_SB_EXTENDED_RESOURCE_DIMENSION_STRUCTURE_STRIDE(Stride: DWORD) -> DWORD {
482 (Stride << D3D11_SB_EXTENDED_RESOURCE_DIMENSION_STRUCTURE_STRIDE_SHIFT)
483 & D3D11_SB_EXTENDED_RESOURCE_DIMENSION_STRUCTURE_STRIDE_MASK
484 }
485 pub const D3D10_SB_RESOURCE_RETURN_TYPE_MASK: DWORD = 0x0000000f;
486 pub const D3D10_SB_RESOURCE_RETURN_TYPE_NUMBITS: DWORD = 0x00000004;
487 pub const D3D11_SB_EXTENDED_RESOURCE_RETURN_TYPE_SHIFT: DWORD = 6;
488 #[inline]
489 pub fn DECODE_D3D11_SB_EXTENDED_RESOURCE_RETURN_TYPE(
490 OpcodeTokenN: DWORD,
491 Component: DWORD,
492 ) -> DWORD {
493 ((OpcodeTokenN >> (Component * D3D10_SB_RESOURCE_RETURN_TYPE_NUMBITS
494 + D3D11_SB_EXTENDED_RESOURCE_RETURN_TYPE_SHIFT))
495 & D3D10_SB_RESOURCE_RETURN_TYPE_MASK) as D3D10_SB_RESOURCE_RETURN_TYPE
496 }
497 #[inline]
498 pub fn ENCODE_D3D11_SB_EXTENDED_RESOURCE_RETURN_TYPE(
499 ReturnType: DWORD,
500 Component: DWORD,
501 ) -> DWORD {
502 (ReturnType & D3D10_SB_RESOURCE_RETURN_TYPE_MASK)
503 << (Component * D3D10_SB_RESOURCE_RETURN_TYPE_NUMBITS
504 + D3D11_SB_EXTENDED_RESOURCE_RETURN_TYPE_SHIFT)
505 }
506 ENUM!{enum D3D10_SB_CUSTOMDATA_CLASS {
507 D3D10_SB_CUSTOMDATA_COMMENT = 0,
508 D3D10_SB_CUSTOMDATA_DEBUGINFO = 1,
509 D3D10_SB_CUSTOMDATA_OPAQUE = 2,
510 D3D10_SB_CUSTOMDATA_DCL_IMMEDIATE_CONSTANT_BUFFER = 3,
511 D3D11_SB_CUSTOMDATA_SHADER_MESSAGE = 4,
512 D3D11_SB_CUSTOMDATA_SHADER_CLIP_PLANE_CONSTANT_MAPPINGS_FOR_DX9 = 5,
513 }}
514 pub const D3D10_SB_CUSTOMDATA_CLASS_MASK: DWORD = 0xfffff800;
515 pub const D3D10_SB_CUSTOMDATA_CLASS_SHIFT: DWORD = 11;
516 #[inline]
517 pub fn DECODE_D3D10_SB_CUSTOMDATA_CLASS(CustomDataDescTok: DWORD) -> D3D10_SB_CUSTOMDATA_CLASS {
518 ((CustomDataDescTok & D3D10_SB_CUSTOMDATA_CLASS_MASK) >> D3D10_SB_CUSTOMDATA_CLASS_SHIFT)
519 as D3D10_SB_CUSTOMDATA_CLASS
520 }
521 #[inline]
522 pub fn ENCODE_D3D10_SB_CUSTOMDATA_CLASS(CustomDataClass: D3D10_SB_CUSTOMDATA_CLASS) -> DWORD {
523 ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CUSTOMDATA)
524 | ((CustomDataClass << D3D10_SB_CUSTOMDATA_CLASS_SHIFT) & D3D10_SB_CUSTOMDATA_CLASS_MASK)
525 }
526 ENUM!{enum D3D10_SB_OPERAND_NUM_COMPONENTS {
527 D3D10_SB_OPERAND_0_COMPONENT = 0,
528 D3D10_SB_OPERAND_1_COMPONENT = 1,
529 D3D10_SB_OPERAND_4_COMPONENT = 2,
530 D3D10_SB_OPERAND_N_COMPONENT = 3,
531 }}
532 pub const D3D10_SB_OPERAND_NUM_COMPONENTS_MASK: DWORD = 0x00000003;
533 #[inline]
534 pub fn DECODE_D3D10_SB_OPERAND_NUM_COMPONENTS(OperandToken0: DWORD) -> DWORD {
535 (OperandToken0 & D3D10_SB_OPERAND_NUM_COMPONENTS_MASK) as D3D10_SB_OPERAND_NUM_COMPONENTS
536 }
537 #[inline]
538 pub fn ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(NumComp: DWORD) -> DWORD {
539 NumComp & D3D10_SB_OPERAND_NUM_COMPONENTS_MASK
540 }
541 ENUM!{enum D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE {
542 D3D10_SB_OPERAND_4_COMPONENT_MASK_MODE = 0,
543 D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_MODE = 1,
544 D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_MODE = 2,
545 }}
546 pub const D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE_MASK: DWORD = 0x0000000c;
547 pub const D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE_SHIFT: DWORD = 2;
548 #[inline]
549 pub fn DECODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE(
550 OperandToken0: DWORD,
551 ) -> D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE {
552 ((OperandToken0 & D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE_MASK)
553 >> D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE_SHIFT)
554 as D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE
555 }
556 #[inline]
557 pub fn ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE(
558 SelectionMode: D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE,
559 ) -> DWORD {
560 (SelectionMode << D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE_SHIFT)
561 & D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE_MASK
562 }
563 ENUM!{enum D3D10_SB_4_COMPONENT_NAME {
564 D3D10_SB_4_COMPONENT_X = 0,
565 D3D10_SB_4_COMPONENT_Y = 1,
566 D3D10_SB_4_COMPONENT_Z = 2,
567 D3D10_SB_4_COMPONENT_W = 3,
568 D3D10_SB_4_COMPONENT_R = 0,
569 D3D10_SB_4_COMPONENT_G = 1,
570 D3D10_SB_4_COMPONENT_B = 2,
571 D3D10_SB_4_COMPONENT_A = 3,
572 }}
573 pub const D3D10_SB_4_COMPONENT_NAME_MASK: DWORD = 3;
574 pub const D3D10_SB_OPERAND_4_COMPONENT_MASK_MASK: DWORD = 0x000000f0;
575 pub const D3D10_SB_OPERAND_4_COMPONENT_MASK_SHIFT: DWORD = 4;
576 pub const D3D10_SB_OPERAND_4_COMPONENT_MASK_X: DWORD = 0x00000010;
577 pub const D3D10_SB_OPERAND_4_COMPONENT_MASK_Y: DWORD = 0x00000020;
578 pub const D3D10_SB_OPERAND_4_COMPONENT_MASK_Z: DWORD = 0x00000040;
579 pub const D3D10_SB_OPERAND_4_COMPONENT_MASK_W: DWORD = 0x00000080;
580 pub const D3D10_SB_OPERAND_4_COMPONENT_MASK_R: DWORD = D3D10_SB_OPERAND_4_COMPONENT_MASK_X;
581 pub const D3D10_SB_OPERAND_4_COMPONENT_MASK_G: DWORD = D3D10_SB_OPERAND_4_COMPONENT_MASK_Y;
582 pub const D3D10_SB_OPERAND_4_COMPONENT_MASK_B: DWORD = D3D10_SB_OPERAND_4_COMPONENT_MASK_Z;
583 pub const D3D10_SB_OPERAND_4_COMPONENT_MASK_A: DWORD = D3D10_SB_OPERAND_4_COMPONENT_MASK_W;
584 pub const D3D10_SB_OPERAND_4_COMPONENT_MASK_ALL: DWORD = D3D10_SB_OPERAND_4_COMPONENT_MASK_MASK;
585 #[inline]
586 pub fn DECODE_D3D10_SB_OPERAND_4_COMPONENT_MASK(OperandToken0: DWORD) -> DWORD {
587 OperandToken0 & D3D10_SB_OPERAND_4_COMPONENT_MASK_MASK
588 }
589 #[inline]
590 pub fn ENCODE_D3D10_SB_OPERAND_4_COMPONENT_MASK(ComponentMask: DWORD) -> DWORD {
591 ComponentMask & D3D10_SB_OPERAND_4_COMPONENT_MASK_MASK
592 }
593 #[inline]
594 pub fn D3D10_SB_OPERAND_4_COMPONENT_MASK(ComponentName: DWORD) -> DWORD {
595 (1 << (D3D10_SB_OPERAND_4_COMPONENT_MASK_SHIFT + ComponentName))
596 & D3D10_SB_OPERAND_4_COMPONENT_MASK_MASK
597 }
598 pub const D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_MASK: DWORD = 0x00000ff0;
599 pub const D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_SHIFT: DWORD = 4;
600 #[inline]
601 pub fn DECODE_D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE(OperandToken0: DWORD) -> DWORD {
602 OperandToken0 & D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_MASK
603 }
604 #[inline]
605 pub fn DECODE_D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_SOURCE(
606 OperandToken0: DWORD,
607 DestComp: DWORD,
608 ) -> D3D10_SB_4_COMPONENT_NAME {
609 ((OperandToken0 >> (D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_SHIFT + 2
610 * (DestComp & D3D10_SB_4_COMPONENT_NAME_MASK)))
611 & D3D10_SB_4_COMPONENT_NAME_MASK) as D3D10_SB_4_COMPONENT_NAME
612 }
613 #[inline]
614 pub fn ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE(
615 XSrc: DWORD,
616 YSrc: DWORD,
617 ZSrc: DWORD,
618 WSrc: DWORD,
619 ) -> DWORD {
620 ((XSrc & D3D10_SB_4_COMPONENT_NAME_MASK)
621 | ((YSrc & D3D10_SB_4_COMPONENT_NAME_MASK) << 2)
622 | ((ZSrc & D3D10_SB_4_COMPONENT_NAME_MASK) << 4)
623 | ((WSrc & D3D10_SB_4_COMPONENT_NAME_MASK) << 6))
624 << D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_SHIFT
625 }
626 #[inline]
627 pub fn D3D10_SB_OPERAND_4_COMPONENT_NOSWIZZLE() -> DWORD {
628 ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE(
629 D3D10_SB_4_COMPONENT_X,
630 D3D10_SB_4_COMPONENT_Y,
631 D3D10_SB_4_COMPONENT_Z,
632 D3D10_SB_4_COMPONENT_W,
633 )
634 }
635 #[inline]
636 pub fn D3D10_SB_OPERAND_4_COMPONENT_REPLICATEX() -> DWORD {
637 ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE(
638 D3D10_SB_4_COMPONENT_X,
639 D3D10_SB_4_COMPONENT_X,
640 D3D10_SB_4_COMPONENT_X,
641 D3D10_SB_4_COMPONENT_X,
642 )
643 }
644 #[inline]
645 pub fn D3D10_SB_OPERAND_4_COMPONENT_REPLICATEY() -> DWORD {
646 ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE(
647 D3D10_SB_4_COMPONENT_Y,
648 D3D10_SB_4_COMPONENT_Y,
649 D3D10_SB_4_COMPONENT_Y,
650 D3D10_SB_4_COMPONENT_Y,
651 )
652 }
653 #[inline]
654 pub fn D3D10_SB_OPERAND_4_COMPONENT_REPLICATEZ() -> DWORD {
655 ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE(
656 D3D10_SB_4_COMPONENT_Z,
657 D3D10_SB_4_COMPONENT_Z,
658 D3D10_SB_4_COMPONENT_Z,
659 D3D10_SB_4_COMPONENT_Z,
660 )
661 }
662 #[inline]
663 pub fn D3D10_SB_OPERAND_4_COMPONENT_REPLICATEW() -> DWORD {
664 ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE(
665 D3D10_SB_4_COMPONENT_W,
666 D3D10_SB_4_COMPONENT_W,
667 D3D10_SB_4_COMPONENT_W,
668 D3D10_SB_4_COMPONENT_W,
669 )
670 }
671 #[inline]
672 pub fn D3D10_SB_OPERAND_4_COMPONENT_REPLICATERED() -> DWORD {
673 D3D10_SB_OPERAND_4_COMPONENT_REPLICATEX()
674 }
675 #[inline]
676 pub fn D3D10_SB_OPERAND_4_COMPONENT_REPLICATEGREEN() -> DWORD {
677 D3D10_SB_OPERAND_4_COMPONENT_REPLICATEY()
678 }
679 #[inline]
680 pub fn D3D10_SB_OPERAND_4_COMPONENT_REPLICATEBLUE() -> DWORD {
681 D3D10_SB_OPERAND_4_COMPONENT_REPLICATEZ()
682 }
683 #[inline]
684 pub fn D3D10_SB_OPERAND_4_COMPONENT_REPLICATEALPHA() -> DWORD {
685 D3D10_SB_OPERAND_4_COMPONENT_REPLICATEW()
686 }
687 pub const D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_MASK: DWORD = 0x00000030;
688 pub const D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_SHIFT: DWORD = 4;
689 #[inline]
690 pub fn DECODE_D3D10_SB_OPERAND_4_COMPONENT_SELECT_1(
691 OperandToken0: DWORD,
692 ) -> D3D10_SB_4_COMPONENT_NAME {
693 ((OperandToken0 & D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_MASK)
694 >> D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_SHIFT) as D3D10_SB_4_COMPONENT_NAME
695 }
696 #[inline]
697 pub fn ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECT_1(
698 SelectedComp: D3D10_SB_4_COMPONENT_NAME,
699 ) -> DWORD {
700 (SelectedComp << D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_SHIFT)
701 & D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_MASK
702 }
703 ENUM!{enum D3D10_SB_OPERAND_TYPE {
704 D3D10_SB_OPERAND_TYPE_TEMP = 0,
705 D3D10_SB_OPERAND_TYPE_INPUT = 1,
706 D3D10_SB_OPERAND_TYPE_OUTPUT = 2,
707 D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP = 3,
708 D3D10_SB_OPERAND_TYPE_IMMEDIATE32 = 4,
709 D3D10_SB_OPERAND_TYPE_IMMEDIATE64 = 5,
710 D3D10_SB_OPERAND_TYPE_SAMPLER = 6,
711 D3D10_SB_OPERAND_TYPE_RESOURCE = 7,
712 D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER= 8,
713 D3D10_SB_OPERAND_TYPE_IMMEDIATE_CONSTANT_BUFFER= 9,
714 D3D10_SB_OPERAND_TYPE_LABEL = 10,
715 D3D10_SB_OPERAND_TYPE_INPUT_PRIMITIVEID = 11,
716 D3D10_SB_OPERAND_TYPE_OUTPUT_DEPTH = 12,
717 D3D10_SB_OPERAND_TYPE_NULL = 13,
718 D3D10_SB_OPERAND_TYPE_RASTERIZER = 14,
719 D3D10_SB_OPERAND_TYPE_OUTPUT_COVERAGE_MASK = 15,
720 D3D11_SB_OPERAND_TYPE_STREAM = 16,
721 D3D11_SB_OPERAND_TYPE_FUNCTION_BODY = 17,
722 D3D11_SB_OPERAND_TYPE_FUNCTION_TABLE = 18,
723 D3D11_SB_OPERAND_TYPE_INTERFACE = 19,
724 D3D11_SB_OPERAND_TYPE_FUNCTION_INPUT = 20,
725 D3D11_SB_OPERAND_TYPE_FUNCTION_OUTPUT = 21,
726 D3D11_SB_OPERAND_TYPE_OUTPUT_CONTROL_POINT_ID = 22,
727 D3D11_SB_OPERAND_TYPE_INPUT_FORK_INSTANCE_ID = 23,
728 D3D11_SB_OPERAND_TYPE_INPUT_JOIN_INSTANCE_ID = 24,
729 D3D11_SB_OPERAND_TYPE_INPUT_CONTROL_POINT = 25,
730 D3D11_SB_OPERAND_TYPE_OUTPUT_CONTROL_POINT = 26,
731 D3D11_SB_OPERAND_TYPE_INPUT_PATCH_CONSTANT = 27,
732 D3D11_SB_OPERAND_TYPE_INPUT_DOMAIN_POINT = 28,
733 D3D11_SB_OPERAND_TYPE_THIS_POINTER = 29,
734 D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW = 30,
735 D3D11_SB_OPERAND_TYPE_THREAD_GROUP_SHARED_MEMORY = 31,
736 D3D11_SB_OPERAND_TYPE_INPUT_THREAD_ID = 32,
737 D3D11_SB_OPERAND_TYPE_INPUT_THREAD_GROUP_ID = 33,
738 D3D11_SB_OPERAND_TYPE_INPUT_THREAD_ID_IN_GROUP = 34,
739 D3D11_SB_OPERAND_TYPE_INPUT_COVERAGE_MASK = 35,
740 D3D11_SB_OPERAND_TYPE_INPUT_THREAD_ID_IN_GROUP_FLATTENED = 36,
741 D3D11_SB_OPERAND_TYPE_INPUT_GS_INSTANCE_ID = 37,
742 D3D11_SB_OPERAND_TYPE_OUTPUT_DEPTH_GREATER_EQUAL = 38,
743 D3D11_SB_OPERAND_TYPE_OUTPUT_DEPTH_LESS_EQUAL = 39,
744 D3D11_SB_OPERAND_TYPE_CYCLE_COUNTER = 40,
745 }}
746 pub const D3D10_SB_OPERAND_TYPE_MASK: DWORD = 0x000ff000;
747 pub const D3D10_SB_OPERAND_TYPE_SHIFT: DWORD = 12;
748 #[inline]
749 pub fn DECODE_D3D10_SB_OPERAND_TYPE(OperandToken0: DWORD) -> D3D10_SB_OPERAND_TYPE {
750 ((OperandToken0 & D3D10_SB_OPERAND_TYPE_MASK) >> D3D10_SB_OPERAND_TYPE_SHIFT)
751 as D3D10_SB_OPERAND_TYPE
752 }
753 #[inline]
754 pub fn ENCODE_D3D10_SB_OPERAND_TYPE(OperandType: D3D10_SB_OPERAND_TYPE) -> DWORD {
755 (OperandType << D3D10_SB_OPERAND_TYPE_SHIFT) & D3D10_SB_OPERAND_TYPE_MASK
756 }
757 ENUM!{enum D3D10_SB_OPERAND_INDEX_DIMENSION {
758 D3D10_SB_OPERAND_INDEX_0D = 0,
759 D3D10_SB_OPERAND_INDEX_1D = 1,
760 D3D10_SB_OPERAND_INDEX_2D = 2,
761 D3D10_SB_OPERAND_INDEX_3D = 3,
762 }}
763 pub const D3D10_SB_OPERAND_INDEX_DIMENSION_MASK: DWORD = 0x00300000;
764 pub const D3D10_SB_OPERAND_INDEX_DIMENSION_SHIFT: DWORD = 20;
765 #[inline]
766 pub fn DECODE_D3D10_SB_OPERAND_INDEX_DIMENSION(
767 OperandToken0: DWORD,
768 ) -> D3D10_SB_OPERAND_INDEX_DIMENSION {
769 ((OperandToken0 & D3D10_SB_OPERAND_INDEX_DIMENSION_MASK)
770 >> D3D10_SB_OPERAND_INDEX_DIMENSION_SHIFT) as D3D10_SB_OPERAND_INDEX_DIMENSION
771 }
772 #[inline]
773 pub fn ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(
774 OperandIndexDim: D3D10_SB_OPERAND_INDEX_DIMENSION,
775 ) -> DWORD {
776 (OperandIndexDim << D3D10_SB_OPERAND_INDEX_DIMENSION_SHIFT)
777 & D3D10_SB_OPERAND_INDEX_DIMENSION_MASK
778 }
779 ENUM!{enum D3D10_SB_OPERAND_INDEX_REPRESENTATION {
780 D3D10_SB_OPERAND_INDEX_IMMEDIATE32 = 0,
781 D3D10_SB_OPERAND_INDEX_IMMEDIATE64 = 1,
782 D3D10_SB_OPERAND_INDEX_RELATIVE = 2,
783 D3D10_SB_OPERAND_INDEX_IMMEDIATE32_PLUS_RELATIVE = 3,
784 D3D10_SB_OPERAND_INDEX_IMMEDIATE64_PLUS_RELATIVE = 4,
785 }}
786 #[inline]
787 pub fn D3D10_SB_OPERAND_INDEX_REPRESENTATION_SHIFT(Dim: DWORD) -> DWORD {
788 22 + 3 * (Dim & 3)
789 }
790 #[inline]
791 pub fn D3D10_SB_OPERAND_INDEX_REPRESENTATION_MASK(Dim: DWORD) -> DWORD {
792 0x3 << D3D10_SB_OPERAND_INDEX_REPRESENTATION_SHIFT(Dim)
793 }
794 #[inline]
795 pub fn DECODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
796 Dim: DWORD,
797 OperandToken0: DWORD,
798 ) -> D3D10_SB_OPERAND_INDEX_REPRESENTATION {
799 ((OperandToken0 & D3D10_SB_OPERAND_INDEX_REPRESENTATION_MASK(Dim))
800 >> D3D10_SB_OPERAND_INDEX_REPRESENTATION_SHIFT(Dim))
801 as D3D10_SB_OPERAND_INDEX_REPRESENTATION
802 }
803 #[inline]
804 pub fn ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
805 Dim: DWORD,
806 IndexRepresentation: D3D10_SB_OPERAND_INDEX_REPRESENTATION,
807 ) -> DWORD {
808 (IndexRepresentation << D3D10_SB_OPERAND_INDEX_REPRESENTATION_SHIFT(Dim))
809 & D3D10_SB_OPERAND_INDEX_REPRESENTATION_MASK(Dim)
810 }
811 pub const D3D10_SB_OPERAND_EXTENDED_MASK: DWORD = 0x80000000;
812 pub const D3D10_SB_OPERAND_EXTENDED_SHIFT: DWORD = 31;
813 #[inline]
814 pub fn DECODE_IS_D3D10_SB_OPERAND_EXTENDED(OperandToken0: DWORD) -> DWORD {
815 (OperandToken0 & D3D10_SB_OPERAND_EXTENDED_MASK) >> D3D10_SB_OPERAND_EXTENDED_SHIFT
816 }
817 #[inline]
818 pub fn ENCODE_D3D10_SB_OPERAND_EXTENDED(bExtended: DWORD) -> DWORD {
819 if bExtended != 0 {
820 D3D10_SB_OPERAND_EXTENDED_MASK
821 } else {
822 0
823 }
824 }
825 ENUM!{enum D3D10_SB_EXTENDED_OPERAND_TYPE {
826 D3D10_SB_EXTENDED_OPERAND_EMPTY = 0,
827 D3D10_SB_EXTENDED_OPERAND_MODIFIER = 1,
828 }}
829 pub const D3D10_SB_EXTENDED_OPERAND_TYPE_MASK: DWORD = 0x0000003f;
830 #[inline]
831 pub fn DECODE_D3D10_SB_EXTENDED_OPERAND_TYPE(
832 OperandToken1: DWORD,
833 ) -> D3D10_SB_EXTENDED_OPERAND_TYPE {
834 (OperandToken1 & D3D10_SB_EXTENDED_OPERAND_TYPE_MASK) as D3D10_SB_EXTENDED_OPERAND_TYPE
835 }
836 #[inline]
837 pub fn ENCODE_D3D10_SB_EXTENDED_OPERAND_TYPE(
838 ExtOperandType: D3D10_SB_EXTENDED_OPERAND_TYPE,
839 ) -> DWORD {
840 ExtOperandType & D3D10_SB_EXTENDED_OPERAND_TYPE_MASK
841 }
842 ENUM!{enum D3D10_SB_OPERAND_MODIFIER {
843 D3D10_SB_OPERAND_MODIFIER_NONE = 0,
844 D3D10_SB_OPERAND_MODIFIER_NEG = 1,
845 D3D10_SB_OPERAND_MODIFIER_ABS = 2,
846 D3D10_SB_OPERAND_MODIFIER_ABSNEG = 3,
847 }}
848 pub const D3D10_SB_OPERAND_MODIFIER_MASK: DWORD = 0x00003fc0;
849 pub const D3D10_SB_OPERAND_MODIFIER_SHIFT: DWORD = 6;
850 #[inline]
851 pub fn DECODE_D3D10_SB_OPERAND_MODIFIER(OperandToken1: DWORD) -> D3D10_SB_OPERAND_MODIFIER {
852 ((OperandToken1 & D3D10_SB_OPERAND_MODIFIER_MASK) >> D3D10_SB_OPERAND_MODIFIER_SHIFT)
853 as D3D10_SB_OPERAND_MODIFIER
854 }
855 #[inline]
856 pub fn ENCODE_D3D10_SB_EXTENDED_OPERAND_MODIFIER(SourceMod: D3D10_SB_OPERAND_MODIFIER) -> DWORD {
857 ((SourceMod << D3D10_SB_OPERAND_MODIFIER_SHIFT) & D3D10_SB_OPERAND_MODIFIER_MASK)
858 | ENCODE_D3D10_SB_EXTENDED_OPERAND_TYPE(D3D10_SB_EXTENDED_OPERAND_MODIFIER)
859 | ENCODE_D3D10_SB_OPERAND_DOUBLE_EXTENDED(0)
860 }
861 ENUM!{enum D3D11_SB_OPERAND_MIN_PRECISION {
862 D3D11_SB_OPERAND_MIN_PRECISION_DEFAULT = 0,
863 D3D11_SB_OPERAND_MIN_PRECISION_FLOAT_16 = 1,
864 D3D11_SB_OPERAND_MIN_PRECISION_FLOAT_2_8 = 2,
865 D3D11_SB_OPERAND_MIN_PRECISION_SINT_16 = 4,
866 D3D11_SB_OPERAND_MIN_PRECISION_UINT_16 = 5,
867 }}
868 pub const D3D11_SB_OPERAND_MIN_PRECISION_MASK: DWORD = 0x0001C000;
869 pub const D3D11_SB_OPERAND_MIN_PRECISION_SHIFT: DWORD = 14;
870 #[inline]
871 pub fn DECODE_D3D11_SB_OPERAND_MIN_PRECISION(
872 OperandToken1: DWORD,
873 ) -> D3D11_SB_OPERAND_MIN_PRECISION {
874 ((OperandToken1 & D3D11_SB_OPERAND_MIN_PRECISION_MASK) >> D3D11_SB_OPERAND_MIN_PRECISION_SHIFT)
875 as D3D11_SB_OPERAND_MIN_PRECISION
876 }
877 #[inline]
878 pub fn ENCODE_D3D11_SB_OPERAND_MIN_PRECISION(
879 MinPrecision: D3D11_SB_OPERAND_MIN_PRECISION,
880 ) -> DWORD {
881 (MinPrecision << D3D11_SB_OPERAND_MIN_PRECISION_SHIFT) & D3D11_SB_OPERAND_MIN_PRECISION_MASK
882 }
883 pub const D3D10_SB_OPERAND_DOUBLE_EXTENDED_MASK: DWORD = 0x80000000;
884 pub const D3D10_SB_OPERAND_DOUBLE_EXTENDED_SHIFT: DWORD = 31;
885 #[inline]
886 pub fn DECODE_IS_D3D10_SB_OPERAND_DOUBLE_EXTENDED(OperandToken1: DWORD) -> DWORD {
887 (OperandToken1 & D3D10_SB_OPERAND_DOUBLE_EXTENDED_MASK)
888 >> D3D10_SB_OPERAND_DOUBLE_EXTENDED_SHIFT
889 }
890 #[inline]
891 pub fn ENCODE_D3D10_SB_OPERAND_DOUBLE_EXTENDED(bExtended: DWORD) -> DWORD {
892 if bExtended != 0 {
893 D3D10_SB_OPERAND_DOUBLE_EXTENDED_MASK
894 } else {
895 0
896 }
897 }
898 pub const D3D10_SB_NAME_MASK: DWORD = 0x0000ffff;
899 #[inline]
900 pub fn DECODE_D3D10_SB_NAME(NameToken: DWORD) -> D3D10_SB_NAME {
901 (NameToken & D3D10_SB_NAME_MASK) as D3D10_SB_NAME
902 }
903 #[inline]
904 pub fn ENCODE_D3D10_SB_NAME(Name: D3D10_SB_NAME) -> DWORD {
905 Name & D3D10_SB_NAME_MASK
906 }
907 pub const D3D10_SB_GLOBAL_FLAG_REFACTORING_ALLOWED: DWORD = (1 << 11);
908 pub const D3D11_SB_GLOBAL_FLAG_ENABLE_DOUBLE_PRECISION_FLOAT_OPS: DWORD = (1 << 12);
909 pub const D3D11_SB_GLOBAL_FLAG_FORCE_EARLY_DEPTH_STENCIL: DWORD = (1 << 13);
910 pub const D3D11_SB_GLOBAL_FLAG_ENABLE_RAW_AND_STRUCTURED_BUFFERS: DWORD = (1 << 14);
911 pub const D3D11_1_SB_GLOBAL_FLAG_SKIP_OPTIMIZATION: DWORD = (1 << 15);
912 pub const D3D11_1_SB_GLOBAL_FLAG_ENABLE_MINIMUM_PRECISION: DWORD = (1 << 16);
913 pub const D3D11_1_SB_GLOBAL_FLAG_ENABLE_DOUBLE_EXTENSIONS: DWORD = (1 << 17);
914 pub const D3D11_1_SB_GLOBAL_FLAG_ENABLE_SHADER_EXTENSIONS: DWORD = (1 << 18);
915 pub const D3D10_SB_GLOBAL_FLAGS_MASK: DWORD = 0x00fff800;
916 #[inline]
917 pub fn DECODE_D3D10_SB_GLOBAL_FLAGS(OpcodeToken0: DWORD) -> DWORD {
918 OpcodeToken0 & D3D10_SB_GLOBAL_FLAGS_MASK
919 }
920 #[inline]
921 pub fn ENCODE_D3D10_SB_GLOBAL_FLAGS(Flags: DWORD) -> DWORD {
922 Flags & D3D10_SB_GLOBAL_FLAGS_MASK
923 }
924 pub const D3D10_SB_RESOURCE_DIMENSION_MASK: DWORD = 0x0000F800;
925 pub const D3D10_SB_RESOURCE_DIMENSION_SHIFT: DWORD = 11;
926 #[inline]
927 pub fn DECODE_D3D10_SB_RESOURCE_DIMENSION(OpcodeToken0: DWORD) -> D3D10_SB_RESOURCE_DIMENSION {
928 ((OpcodeToken0 & D3D10_SB_RESOURCE_DIMENSION_MASK) >> D3D10_SB_RESOURCE_DIMENSION_SHIFT)
929 as D3D10_SB_RESOURCE_DIMENSION
930 }
931 #[inline]
932 pub fn ENCODE_D3D10_SB_RESOURCE_DIMENSION(ResourceDim: D3D10_SB_RESOURCE_DIMENSION) -> DWORD {
933 (ResourceDim << D3D10_SB_RESOURCE_DIMENSION_SHIFT) & D3D10_SB_RESOURCE_DIMENSION_MASK
934 }
935 pub const D3D10_SB_RESOURCE_SAMPLE_COUNT_MASK: DWORD = 0x07F0000;
936 pub const D3D10_SB_RESOURCE_SAMPLE_COUNT_SHIFT: DWORD = 16;
937 #[inline]
938 pub fn DECODE_D3D10_SB_RESOURCE_SAMPLE_COUNT(OpcodeToken0: DWORD) -> UINT {
939 ((OpcodeToken0 & D3D10_SB_RESOURCE_SAMPLE_COUNT_MASK) >> D3D10_SB_RESOURCE_SAMPLE_COUNT_SHIFT)
940 as UINT
941 }
942 #[inline]
943 pub fn ENCODE_D3D10_SB_RESOURCE_SAMPLE_COUNT(SampleCount: DWORD) -> DWORD {
944 (if SampleCount > 127 { 127 } else { SampleCount } << D3D10_SB_RESOURCE_SAMPLE_COUNT_SHIFT)
945 & D3D10_SB_RESOURCE_SAMPLE_COUNT_MASK
946 }
947 #[inline]
948 pub fn DECODE_D3D10_SB_RESOURCE_RETURN_TYPE(
949 ResourceReturnTypeToken: D3D10_SB_RESOURCE_RETURN_TYPE,
950 Component: DWORD,
951 ) -> D3D10_SB_RESOURCE_RETURN_TYPE {
952 ((ResourceReturnTypeToken >> (Component * D3D10_SB_RESOURCE_RETURN_TYPE_NUMBITS))
953 & D3D10_SB_RESOURCE_RETURN_TYPE_MASK) as D3D10_SB_RESOURCE_RETURN_TYPE
954 }
955 #[inline]
956 pub fn ENCODE_D3D10_SB_RESOURCE_RETURN_TYPE(
957 ReturnType: DWORD,
958 Component: DWORD,
959 ) -> D3D10_SB_RESOURCE_RETURN_TYPE {
960 (ReturnType & D3D10_SB_RESOURCE_RETURN_TYPE_MASK)
961 << (Component * D3D10_SB_RESOURCE_RETURN_TYPE_NUMBITS)
962 }
963 ENUM!{enum D3D10_SB_SAMPLER_MODE {
964 D3D10_SB_SAMPLER_MODE_DEFAULT = 0,
965 D3D10_SB_SAMPLER_MODE_COMPARISON = 1,
966 D3D10_SB_SAMPLER_MODE_MONO = 2,
967 }}
968 pub const D3D10_SB_SAMPLER_MODE_MASK: DWORD = 0x00007800;
969 pub const D3D10_SB_SAMPLER_MODE_SHIFT: DWORD = 11;
970 #[inline]
971 pub fn DECODE_D3D10_SB_SAMPLER_MODE(OpcodeToken0: DWORD) -> D3D10_SB_SAMPLER_MODE {
972 ((OpcodeToken0 & D3D10_SB_SAMPLER_MODE_MASK) >> D3D10_SB_SAMPLER_MODE_SHIFT)
973 as D3D10_SB_SAMPLER_MODE
974 }
975 #[inline]
976 pub fn ENCODE_D3D10_SB_SAMPLER_MODE(SamplerMode: D3D10_SB_SAMPLER_MODE) -> DWORD {
977 (SamplerMode << D3D10_SB_SAMPLER_MODE_SHIFT) & D3D10_SB_SAMPLER_MODE_MASK
978 }
979 pub const D3D10_SB_INPUT_INTERPOLATION_MODE_MASK: DWORD = 0x00007800;
980 pub const D3D10_SB_INPUT_INTERPOLATION_MODE_SHIFT: DWORD = 11;
981 #[inline]
982 pub fn DECODE_D3D10_SB_INPUT_INTERPOLATION_MODE(
983 OpcodeToken0: DWORD,
984 ) -> D3D10_SB_INTERPOLATION_MODE {
985 ((OpcodeToken0 & D3D10_SB_INPUT_INTERPOLATION_MODE_MASK)
986 >> D3D10_SB_INPUT_INTERPOLATION_MODE_SHIFT) as D3D10_SB_INTERPOLATION_MODE
987 }
988 #[inline]
989 pub fn ENCODE_D3D10_SB_INPUT_INTERPOLATION_MODE(
990 InterpolationMode: D3D10_SB_INTERPOLATION_MODE,
991 ) -> DWORD {
992 (InterpolationMode << D3D10_SB_INPUT_INTERPOLATION_MODE_SHIFT)
993 & D3D10_SB_INPUT_INTERPOLATION_MODE_MASK
994 }
995 ENUM!{enum D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN {
996 D3D10_SB_CONSTANT_BUFFER_IMMEDIATE_INDEXED = 0,
997 D3D10_SB_CONSTANT_BUFFER_DYNAMIC_INDEXED = 1,
998 }}
999 pub const D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN_MASK: DWORD = 0x00000800;
1000 pub const D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN_SHIFT: DWORD = 11;
1001 #[inline]
1002 pub fn DECODE_D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN(
1003 OpcodeToken0: DWORD,
1004 ) -> D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN {
1005 ((OpcodeToken0 & D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN_MASK)
1006 >> D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN_SHIFT)
1007 as D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN
1008 }
1009 #[inline]
1010 pub fn ENCODE_D3D10_SB_D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN(
1011 AccessPattern: D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN,
1012 ) -> DWORD {
1013 (AccessPattern << D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN_SHIFT)
1014 & D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN_MASK
1015 }
1016 ENUM!{enum D3D11_SB_SHADER_MESSAGE_ID {
1017 D3D11_SB_SHADER_MESSAGE_ID_MESSAGE = 0x00200102,
1018 D3D11_SB_SHADER_MESSAGE_ID_ERROR = 0x00200103,
1019 }}
1020 ENUM!{enum D3D11_SB_SHADER_MESSAGE_FORMAT {
1021 D3D11_SB_SHADER_MESSAGE_FORMAT_ANSI_TEXT = 0,
1022 D3D11_SB_SHADER_MESSAGE_FORMAT_ANSI_PRINTF = 1,
1023 }}
1024 pub const D3D10_SB_GS_INPUT_PRIMITIVE_MASK: DWORD = 0x0001f800;
1025 pub const D3D10_SB_GS_INPUT_PRIMITIVE_SHIFT: DWORD = 11;
1026 #[inline]
1027 pub fn DECODE_D3D10_SB_GS_INPUT_PRIMITIVE(OpcodeToken0: DWORD) -> D3D10_SB_PRIMITIVE {
1028 ((OpcodeToken0 & D3D10_SB_GS_INPUT_PRIMITIVE_MASK) >> D3D10_SB_GS_INPUT_PRIMITIVE_SHIFT)
1029 as D3D10_SB_PRIMITIVE
1030 }
1031 #[inline]
1032 pub fn ENCODE_D3D10_SB_GS_INPUT_PRIMITIVE(Prim: D3D10_SB_PRIMITIVE) -> DWORD {
1033 (Prim << D3D10_SB_GS_INPUT_PRIMITIVE_SHIFT) & D3D10_SB_GS_INPUT_PRIMITIVE_MASK
1034 }
1035 pub const D3D10_SB_GS_OUTPUT_PRIMITIVE_TOPOLOGY_MASK: DWORD = 0x0001f800;
1036 pub const D3D10_SB_GS_OUTPUT_PRIMITIVE_TOPOLOGY_SHIFT: DWORD = 11;
1037 #[inline]
1038 pub fn DECODE_D3D10_SB_GS_OUTPUT_PRIMITIVE_TOPOLOGY(
1039 OpcodeToken0: DWORD,
1040 ) -> D3D10_SB_PRIMITIVE_TOPOLOGY {
1041 ((OpcodeToken0 & D3D10_SB_GS_OUTPUT_PRIMITIVE_TOPOLOGY_MASK)
1042 >> D3D10_SB_GS_OUTPUT_PRIMITIVE_TOPOLOGY_SHIFT) as D3D10_SB_PRIMITIVE_TOPOLOGY
1043 }
1044 #[inline]
1045 pub fn ENCODE_D3D10_SB_GS_OUTPUT_PRIMITIVE_TOPOLOGY(
1046 PrimTopology: D3D10_SB_PRIMITIVE_TOPOLOGY,
1047 ) -> DWORD {
1048 (PrimTopology << D3D10_SB_GS_OUTPUT_PRIMITIVE_TOPOLOGY_SHIFT)
1049 & D3D10_SB_GS_OUTPUT_PRIMITIVE_TOPOLOGY_MASK
1050 }
1051 pub const D3D11_SB_INPUT_CONTROL_POINT_COUNT_MASK: DWORD = 0x0001f800;
1052 pub const D3D11_SB_INPUT_CONTROL_POINT_COUNT_SHIFT: DWORD = 11;
1053 #[inline]
1054 pub fn DECODE_D3D11_SB_INPUT_CONTROL_POINT_COUNT(OpcodeToken0: DWORD) -> UINT {
1055 ((OpcodeToken0 & D3D11_SB_INPUT_CONTROL_POINT_COUNT_MASK)
1056 >> D3D11_SB_INPUT_CONTROL_POINT_COUNT_SHIFT) as UINT
1057 }
1058 #[inline]
1059 pub fn ENCODE_D3D11_SB_INPUT_CONTROL_POINT_COUNT(Count: DWORD) -> DWORD {
1060 (Count << D3D11_SB_INPUT_CONTROL_POINT_COUNT_SHIFT) & D3D11_SB_INPUT_CONTROL_POINT_COUNT_MASK
1061 }
1062 pub const D3D11_SB_OUTPUT_CONTROL_POINT_COUNT_MASK: DWORD = 0x0001f800;
1063 pub const D3D11_SB_OUTPUT_CONTROL_POINT_COUNT_SHIFT: DWORD = 11;
1064 #[inline]
1065 pub fn DECODE_D3D11_SB_OUTPUT_CONTROL_POINT_COUNT(OpcodeToken0: DWORD) -> UINT {
1066 ((OpcodeToken0 & D3D11_SB_OUTPUT_CONTROL_POINT_COUNT_MASK)
1067 >> D3D11_SB_OUTPUT_CONTROL_POINT_COUNT_SHIFT) as UINT
1068 }
1069 #[inline]
1070 pub fn ENCODE_D3D11_SB_OUTPUT_CONTROL_POINT_COUNT(Count: DWORD) -> DWORD {
1071 (Count << D3D11_SB_OUTPUT_CONTROL_POINT_COUNT_SHIFT) & D3D11_SB_OUTPUT_CONTROL_POINT_COUNT_MASK
1072 }
1073 ENUM!{enum D3D11_SB_TESSELLATOR_DOMAIN {
1074 D3D11_SB_TESSELLATOR_DOMAIN_UNDEFINED = 0,
1075 D3D11_SB_TESSELLATOR_DOMAIN_ISOLINE = 1,
1076 D3D11_SB_TESSELLATOR_DOMAIN_TRI = 2,
1077 D3D11_SB_TESSELLATOR_DOMAIN_QUAD = 3,
1078 }}
1079 pub const D3D11_SB_TESS_DOMAIN_MASK: DWORD = 0x00001800;
1080 pub const D3D11_SB_TESS_DOMAIN_SHIFT: DWORD = 11;
1081 #[inline]
1082 pub fn DECODE_D3D11_SB_TESS_DOMAIN(OpcodeToken0: DWORD) -> D3D11_SB_TESSELLATOR_DOMAIN {
1083 ((OpcodeToken0 & D3D11_SB_TESS_DOMAIN_MASK) >> D3D11_SB_TESS_DOMAIN_SHIFT)
1084 as D3D11_SB_TESSELLATOR_DOMAIN
1085 }
1086 #[inline]
1087 pub fn ENCODE_D3D11_SB_TESS_DOMAIN(Domain: D3D11_SB_TESSELLATOR_DOMAIN) -> DWORD {
1088 (Domain << D3D11_SB_TESS_DOMAIN_SHIFT) & D3D11_SB_TESS_DOMAIN_MASK
1089 }
1090 ENUM!{enum D3D11_SB_TESSELLATOR_PARTITIONING {
1091 D3D11_SB_TESSELLATOR_PARTITIONING_UNDEFINED = 0,
1092 D3D11_SB_TESSELLATOR_PARTITIONING_INTEGER = 1,
1093 D3D11_SB_TESSELLATOR_PARTITIONING_POW2 = 2,
1094 D3D11_SB_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
1095 D3D11_SB_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4,
1096 }}
1097 pub const D3D11_SB_TESS_PARTITIONING_MASK: DWORD = 0x00003800;
1098 pub const D3D11_SB_TESS_PARTITIONING_SHIFT: DWORD = 11;
1099 #[inline]
1100 pub fn DECODE_D3D11_SB_TESS_PARTITIONING(
1101 OpcodeToken0: DWORD,
1102 ) -> D3D11_SB_TESSELLATOR_PARTITIONING {
1103 ((OpcodeToken0 & D3D11_SB_TESS_PARTITIONING_MASK) >> D3D11_SB_TESS_PARTITIONING_SHIFT)
1104 as D3D11_SB_TESSELLATOR_PARTITIONING
1105 }
1106 #[inline]
1107 pub fn ENCODE_D3D11_SB_TESS_PARTITIONING(
1108 Partitioning: D3D11_SB_TESSELLATOR_PARTITIONING,
1109 ) -> DWORD {
1110 (Partitioning << D3D11_SB_TESS_PARTITIONING_SHIFT) & D3D11_SB_TESS_PARTITIONING_MASK
1111 }
1112 ENUM!{enum D3D11_SB_TESSELLATOR_OUTPUT_PRIMITIVE {
1113 D3D11_SB_TESSELLATOR_OUTPUT_UNDEFINED = 0,
1114 D3D11_SB_TESSELLATOR_OUTPUT_POINT = 1,
1115 D3D11_SB_TESSELLATOR_OUTPUT_LINE = 2,
1116 D3D11_SB_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3,
1117 D3D11_SB_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4,
1118 }}
1119 pub const D3D11_SB_TESS_OUTPUT_PRIMITIVE_MASK: DWORD = 0x00003800;
1120 pub const D3D11_SB_TESS_OUTPUT_PRIMITIVE_SHIFT: DWORD = 11;
1121 #[inline]
1122 pub fn DECODE_D3D11_SB_TESS_OUTPUT_PRIMITIVE(
1123 OpcodeToken0: DWORD,
1124 ) -> D3D11_SB_TESSELLATOR_OUTPUT_PRIMITIVE {
1125 ((OpcodeToken0 & D3D11_SB_TESS_OUTPUT_PRIMITIVE_MASK) >> D3D11_SB_TESS_OUTPUT_PRIMITIVE_SHIFT)
1126 as D3D11_SB_TESSELLATOR_OUTPUT_PRIMITIVE
1127 }
1128 #[inline]
1129 pub fn ENCODE_D3D11_SB_TESS_OUTPUT_PRIMITIVE(
1130 OutputPrimitive: D3D11_SB_TESSELLATOR_OUTPUT_PRIMITIVE,
1131 ) -> DWORD {
1132 (OutputPrimitive << D3D11_SB_TESS_OUTPUT_PRIMITIVE_SHIFT) & D3D11_SB_TESS_OUTPUT_PRIMITIVE_MASK
1133 }
1134 ENUM!{enum D3D10_SB_INTERPOLATION_MODE {
1135 D3D10_SB_INTERPOLATION_UNDEFINED = 0,
1136 D3D10_SB_INTERPOLATION_CONSTANT = 1,
1137 D3D10_SB_INTERPOLATION_LINEAR = 2,
1138 D3D10_SB_INTERPOLATION_LINEAR_CENTROID = 3,
1139 D3D10_SB_INTERPOLATION_LINEAR_NOPERSPECTIVE = 4,
1140 D3D10_SB_INTERPOLATION_LINEAR_NOPERSPECTIVE_CENTROID = 5,
1141 D3D10_SB_INTERPOLATION_LINEAR_SAMPLE = 6,
1142 D3D10_SB_INTERPOLATION_LINEAR_NOPERSPECTIVE_SAMPLE = 7,
1143 }}
1144 ENUM!{enum D3D10_SB_PRIMITIVE_TOPOLOGY {
1145 D3D10_SB_PRIMITIVE_TOPOLOGY_UNDEFINED = 0,
1146 D3D10_SB_PRIMITIVE_TOPOLOGY_POINTLIST = 1,
1147 D3D10_SB_PRIMITIVE_TOPOLOGY_LINELIST = 2,
1148 D3D10_SB_PRIMITIVE_TOPOLOGY_LINESTRIP = 3,
1149 D3D10_SB_PRIMITIVE_TOPOLOGY_TRIANGLELIST = 4,
1150 D3D10_SB_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP = 5,
1151 D3D10_SB_PRIMITIVE_TOPOLOGY_LINELIST_ADJ = 10,
1152 D3D10_SB_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ = 11,
1153 D3D10_SB_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ = 12,
1154 D3D10_SB_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ = 13,
1155 }}
1156 ENUM!{enum D3D10_SB_PRIMITIVE {
1157 D3D10_SB_PRIMITIVE_UNDEFINED = 0,
1158 D3D10_SB_PRIMITIVE_POINT = 1,
1159 D3D10_SB_PRIMITIVE_LINE = 2,
1160 D3D10_SB_PRIMITIVE_TRIANGLE = 3,
1161 D3D10_SB_PRIMITIVE_LINE_ADJ = 6,
1162 D3D10_SB_PRIMITIVE_TRIANGLE_ADJ = 7,
1163 D3D11_SB_PRIMITIVE_1_CONTROL_POINT_PATCH = 8,
1164 D3D11_SB_PRIMITIVE_2_CONTROL_POINT_PATCH = 9,
1165 D3D11_SB_PRIMITIVE_3_CONTROL_POINT_PATCH = 10,
1166 D3D11_SB_PRIMITIVE_4_CONTROL_POINT_PATCH = 11,
1167 D3D11_SB_PRIMITIVE_5_CONTROL_POINT_PATCH = 12,
1168 D3D11_SB_PRIMITIVE_6_CONTROL_POINT_PATCH = 13,
1169 D3D11_SB_PRIMITIVE_7_CONTROL_POINT_PATCH = 14,
1170 D3D11_SB_PRIMITIVE_8_CONTROL_POINT_PATCH = 15,
1171 D3D11_SB_PRIMITIVE_9_CONTROL_POINT_PATCH = 16,
1172 D3D11_SB_PRIMITIVE_10_CONTROL_POINT_PATCH = 17,
1173 D3D11_SB_PRIMITIVE_11_CONTROL_POINT_PATCH = 18,
1174 D3D11_SB_PRIMITIVE_12_CONTROL_POINT_PATCH = 19,
1175 D3D11_SB_PRIMITIVE_13_CONTROL_POINT_PATCH = 20,
1176 D3D11_SB_PRIMITIVE_14_CONTROL_POINT_PATCH = 21,
1177 D3D11_SB_PRIMITIVE_15_CONTROL_POINT_PATCH = 22,
1178 D3D11_SB_PRIMITIVE_16_CONTROL_POINT_PATCH = 23,
1179 D3D11_SB_PRIMITIVE_17_CONTROL_POINT_PATCH = 24,
1180 D3D11_SB_PRIMITIVE_18_CONTROL_POINT_PATCH = 25,
1181 D3D11_SB_PRIMITIVE_19_CONTROL_POINT_PATCH = 26,
1182 D3D11_SB_PRIMITIVE_20_CONTROL_POINT_PATCH = 27,
1183 D3D11_SB_PRIMITIVE_21_CONTROL_POINT_PATCH = 28,
1184 D3D11_SB_PRIMITIVE_22_CONTROL_POINT_PATCH = 29,
1185 D3D11_SB_PRIMITIVE_23_CONTROL_POINT_PATCH = 30,
1186 D3D11_SB_PRIMITIVE_24_CONTROL_POINT_PATCH = 31,
1187 D3D11_SB_PRIMITIVE_25_CONTROL_POINT_PATCH = 32,
1188 D3D11_SB_PRIMITIVE_26_CONTROL_POINT_PATCH = 33,
1189 D3D11_SB_PRIMITIVE_27_CONTROL_POINT_PATCH = 34,
1190 D3D11_SB_PRIMITIVE_28_CONTROL_POINT_PATCH = 35,
1191 D3D11_SB_PRIMITIVE_29_CONTROL_POINT_PATCH = 36,
1192 D3D11_SB_PRIMITIVE_30_CONTROL_POINT_PATCH = 37,
1193 D3D11_SB_PRIMITIVE_31_CONTROL_POINT_PATCH = 38,
1194 D3D11_SB_PRIMITIVE_32_CONTROL_POINT_PATCH = 39,
1195 }}
1196 ENUM!{enum D3D10_SB_COMPONENT_MASK {
1197 D3D10_SB_COMPONENT_MASK_X = 1,
1198 D3D10_SB_COMPONENT_MASK_Y = 2,
1199 D3D10_SB_COMPONENT_MASK_Z = 4,
1200 D3D10_SB_COMPONENT_MASK_W = 8,
1201 D3D10_SB_COMPONENT_MASK_R = 1,
1202 D3D10_SB_COMPONENT_MASK_G = 2,
1203 D3D10_SB_COMPONENT_MASK_B = 4,
1204 D3D10_SB_COMPONENT_MASK_A = 8,
1205 D3D10_SB_COMPONENT_MASK_ALL = 15,
1206 }}
1207 ENUM!{enum D3D10_SB_NAME {
1208 D3D10_SB_NAME_UNDEFINED = 0,
1209 D3D10_SB_NAME_POSITION = 1,
1210 D3D10_SB_NAME_CLIP_DISTANCE = 2,
1211 D3D10_SB_NAME_CULL_DISTANCE = 3,
1212 D3D10_SB_NAME_RENDER_TARGET_ARRAY_INDEX = 4,
1213 D3D10_SB_NAME_VIEWPORT_ARRAY_INDEX = 5,
1214 D3D10_SB_NAME_VERTEX_ID = 6,
1215 D3D10_SB_NAME_PRIMITIVE_ID = 7,
1216 D3D10_SB_NAME_INSTANCE_ID = 8,
1217 D3D10_SB_NAME_IS_FRONT_FACE = 9,
1218 D3D10_SB_NAME_SAMPLE_INDEX = 10,
1219 D3D11_SB_NAME_FINAL_QUAD_U_EQ_0_EDGE_TESSFACTOR = 11,
1220 D3D11_SB_NAME_FINAL_QUAD_V_EQ_0_EDGE_TESSFACTOR = 12,
1221 D3D11_SB_NAME_FINAL_QUAD_U_EQ_1_EDGE_TESSFACTOR = 13,
1222 D3D11_SB_NAME_FINAL_QUAD_V_EQ_1_EDGE_TESSFACTOR = 14,
1223 D3D11_SB_NAME_FINAL_QUAD_U_INSIDE_TESSFACTOR = 15,
1224 D3D11_SB_NAME_FINAL_QUAD_V_INSIDE_TESSFACTOR = 16,
1225 D3D11_SB_NAME_FINAL_TRI_U_EQ_0_EDGE_TESSFACTOR = 17,
1226 D3D11_SB_NAME_FINAL_TRI_V_EQ_0_EDGE_TESSFACTOR = 18,
1227 D3D11_SB_NAME_FINAL_TRI_W_EQ_0_EDGE_TESSFACTOR = 19,
1228 D3D11_SB_NAME_FINAL_TRI_INSIDE_TESSFACTOR = 20,
1229 D3D11_SB_NAME_FINAL_LINE_DETAIL_TESSFACTOR = 21,
1230 D3D11_SB_NAME_FINAL_LINE_DENSITY_TESSFACTOR = 22,
1231 }}
1232 ENUM!{enum D3D10_SB_RESOURCE_DIMENSION {
1233 D3D10_SB_RESOURCE_DIMENSION_UNKNOWN = 0,
1234 D3D10_SB_RESOURCE_DIMENSION_BUFFER = 1,
1235 D3D10_SB_RESOURCE_DIMENSION_TEXTURE1D = 2,
1236 D3D10_SB_RESOURCE_DIMENSION_TEXTURE2D = 3,
1237 D3D10_SB_RESOURCE_DIMENSION_TEXTURE2DMS = 4,
1238 D3D10_SB_RESOURCE_DIMENSION_TEXTURE3D = 5,
1239 D3D10_SB_RESOURCE_DIMENSION_TEXTURECUBE = 6,
1240 D3D10_SB_RESOURCE_DIMENSION_TEXTURE1DARRAY = 7,
1241 D3D10_SB_RESOURCE_DIMENSION_TEXTURE2DARRAY = 8,
1242 D3D10_SB_RESOURCE_DIMENSION_TEXTURE2DMSARRAY = 9,
1243 D3D10_SB_RESOURCE_DIMENSION_TEXTURECUBEARRAY = 10,
1244 D3D11_SB_RESOURCE_DIMENSION_RAW_BUFFER = 11,
1245 D3D11_SB_RESOURCE_DIMENSION_STRUCTURED_BUFFER = 12,
1246 }}
1247 ENUM!{enum D3D10_SB_RESOURCE_RETURN_TYPE {
1248 D3D10_SB_RETURN_TYPE_UNORM = 1,
1249 D3D10_SB_RETURN_TYPE_SNORM = 2,
1250 D3D10_SB_RETURN_TYPE_SINT = 3,
1251 D3D10_SB_RETURN_TYPE_UINT = 4,
1252 D3D10_SB_RETURN_TYPE_FLOAT = 5,
1253 D3D10_SB_RETURN_TYPE_MIXED = 6,
1254 D3D11_SB_RETURN_TYPE_DOUBLE = 7,
1255 D3D11_SB_RETURN_TYPE_CONTINUED = 8,
1256 D3D11_SB_RETURN_TYPE_UNUSED = 9,
1257 }}
1258 ENUM!{enum D3D10_SB_REGISTER_COMPONENT_TYPE {
1259 D3D10_SB_REGISTER_COMPONENT_UNKNOWN = 0,
1260 D3D10_SB_REGISTER_COMPONENT_UINT32 = 1,
1261 D3D10_SB_REGISTER_COMPONENT_SINT32 = 2,
1262 D3D10_SB_REGISTER_COMPONENT_FLOAT32 = 3,
1263 }}
1264 ENUM!{enum D3D10_SB_INSTRUCTION_RETURN_TYPE {
1265 D3D10_SB_INSTRUCTION_RETURN_FLOAT = 0,
1266 D3D10_SB_INSTRUCTION_RETURN_UINT = 1,
1267 }}
1268 pub const D3D10_SB_INSTRUCTION_RETURN_TYPE_MASK: DWORD = 0x00001800;
1269 pub const D3D10_SB_INSTRUCTION_RETURN_TYPE_SHIFT: DWORD = 11;
1270 #[inline]
1271 pub fn DECODE_D3D10_SB_INSTRUCTION_RETURN_TYPE(
1272 OpcodeToken0: DWORD,
1273 ) -> D3D10_SB_INSTRUCTION_RETURN_TYPE {
1274 ((OpcodeToken0 & D3D10_SB_INSTRUCTION_RETURN_TYPE_MASK)
1275 >> D3D10_SB_INSTRUCTION_RETURN_TYPE_SHIFT) as D3D10_SB_INSTRUCTION_RETURN_TYPE
1276 }
1277 #[inline]
1278 pub fn ENCODE_D3D10_SB_INSTRUCTION_RETURN_TYPE(
1279 ReturnType: D3D10_SB_INSTRUCTION_RETURN_TYPE,
1280 ) -> DWORD {
1281 (ReturnType << D3D10_SB_INSTRUCTION_RETURN_TYPE_SHIFT) & D3D10_SB_INSTRUCTION_RETURN_TYPE_MASK
1282 }
1283 pub const D3D11_SB_INTERFACE_INDEXED_BIT_MASK: DWORD = 0x00000800;
1284 pub const D3D11_SB_INTERFACE_INDEXED_BIT_SHIFT: DWORD = 11;
1285 pub const D3D11_SB_INTERFACE_TABLE_LENGTH_MASK: DWORD = 0x0000ffff;
1286 pub const D3D11_SB_INTERFACE_TABLE_LENGTH_SHIFT: DWORD = 0;
1287 pub const D3D11_SB_INTERFACE_ARRAY_LENGTH_MASK: DWORD = 0xffff0000;
1288 pub const D3D11_SB_INTERFACE_ARRAY_LENGTH_SHIFT: DWORD = 16;
1289 #[inline]
1290 pub fn DECODE_D3D11_SB_INTERFACE_INDEXED_BIT(OpcodeToken0: DWORD) -> DWORD {
1291 if (OpcodeToken0 & D3D11_SB_INTERFACE_INDEXED_BIT_MASK) >> D3D11_SB_INTERFACE_INDEXED_BIT_SHIFT
1292 != 0 { 1 } else { 0 }
1293 }
1294 #[inline]
1295 pub fn ENCODE_D3D11_SB_INTERFACE_INDEXED_BIT(IndexedBit: DWORD) -> DWORD {
1296 (IndexedBit << D3D11_SB_INTERFACE_INDEXED_BIT_SHIFT) & D3D11_SB_INTERFACE_INDEXED_BIT_MASK
1297 }
1298 #[inline]
1299 pub fn DECODE_D3D11_SB_INTERFACE_TABLE_LENGTH(OpcodeToken0: DWORD) -> UINT {
1300 ((OpcodeToken0 & D3D11_SB_INTERFACE_TABLE_LENGTH_MASK)
1301 >> D3D11_SB_INTERFACE_TABLE_LENGTH_SHIFT) as UINT
1302 }
1303 #[inline]
1304 pub fn ENCODE_D3D11_SB_INTERFACE_TABLE_LENGTH(TableLength: DWORD) -> DWORD {
1305 (TableLength << D3D11_SB_INTERFACE_TABLE_LENGTH_SHIFT) & D3D11_SB_INTERFACE_TABLE_LENGTH_MASK
1306 }
1307 #[inline]
1308 pub fn DECODE_D3D11_SB_INTERFACE_ARRAY_LENGTH(OpcodeToken0: DWORD) -> UINT {
1309 ((OpcodeToken0 & D3D11_SB_INTERFACE_ARRAY_LENGTH_MASK)
1310 >> D3D11_SB_INTERFACE_ARRAY_LENGTH_SHIFT) as UINT
1311 }
1312 #[inline]
1313 pub fn ENCODE_D3D11_SB_INTERFACE_ARRAY_LENGTH(ArrayLength: DWORD) -> DWORD {
1314 (ArrayLength << D3D11_SB_INTERFACE_ARRAY_LENGTH_SHIFT) & D3D11_SB_INTERFACE_ARRAY_LENGTH_MASK
1315 }
1316 pub const D3D11_SB_GLOBALLY_COHERENT_ACCESS: DWORD = 0x00010000;
1317 pub const D3D11_SB_ACCESS_COHERENCY_MASK: DWORD = 0x00010000;
1318 #[inline]
1319 pub fn DECODE_D3D11_SB_ACCESS_COHERENCY_FLAGS(OperandToken0: DWORD) -> DWORD {
1320 OperandToken0 & D3D11_SB_ACCESS_COHERENCY_MASK
1321 }
1322 #[inline]
1323 pub fn ENCODE_D3D11_SB_ACCESS_COHERENCY_FLAGS(Flags: DWORD) -> DWORD {
1324 Flags & D3D11_SB_ACCESS_COHERENCY_MASK
1325 }
1326 pub const D3D11_SB_UAV_HAS_ORDER_PRESERVING_COUNTER: DWORD = 0x00800000;
1327 pub const D3D11_SB_UAV_FLAGS_MASK: DWORD = 0x00800000;
1328 #[inline]
1329 pub fn DECODE_D3D11_SB_UAV_FLAGS(OperandToken0: DWORD) -> DWORD {
1330 OperandToken0 & D3D11_SB_UAV_FLAGS_MASK
1331 }
1332 #[inline]
1333 pub fn ENCODE_D3D11_SB_UAV_FLAGS(Flags: DWORD) -> DWORD {
1334 Flags & D3D11_SB_UAV_FLAGS_MASK
1335 }