summaryrefslogtreecommitdiffstats
path: root/contrib/libs/llvm18/include/llvm/BinaryFormat/DXContainerConstants.def
blob: 87dd0a5cb6ba7091a1e653373b2d822bb593e9f6 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168

#ifdef CONTAINER_PART
CONTAINER_PART(DXIL)
CONTAINER_PART(SFI0)
CONTAINER_PART(HASH)
CONTAINER_PART(PSV0)
CONTAINER_PART(ISG1)
CONTAINER_PART(OSG1)
CONTAINER_PART(PSG1)

#undef CONTAINER_PART
#endif 

#ifdef SHADER_FLAG

SHADER_FLAG(0, Doubles, "Double-precision floating point")
SHADER_FLAG(1, ComputeShadersPlusRawAndStructuredBuffers, "Raw and Structured buffers")
SHADER_FLAG(2, UAVsAtEveryStage, "UAVs at every shader stage")
SHADER_FLAG(3, Max64UAVs, "64 UAV slots")
SHADER_FLAG(4, MinimumPrecision, "Minimum-precision data types")
SHADER_FLAG(5, DX11_1_DoubleExtensions, "Double-precision extensions for 11.1")
SHADER_FLAG(6, DX11_1_ShaderExtensions, "Shader extensions for 11.1")
SHADER_FLAG(7, LEVEL9ComparisonFiltering, "Comparison filtering for feature level 9")
SHADER_FLAG(8, TiledResources, "Tiled resources")
SHADER_FLAG(9, StencilRef, "PS Output Stencil Ref")
SHADER_FLAG(10, InnerCoverage, "PS Inner Coverage")
SHADER_FLAG(11, TypedUAVLoadAdditionalFormats, "Typed UAV Load Additional Formats")
SHADER_FLAG(12, ROVs, "Raster Ordered UAVs")
SHADER_FLAG(13, ViewportAndRTArrayIndexFromAnyShaderFeedingRasterizer, "SV_RenderTargetArrayIndex or SV_ViewportArrayIndex from any shader feeding rasterizer")
SHADER_FLAG(14, WaveOps, "Wave level operations")
SHADER_FLAG(15, Int64Ops, "64-Bit integer")
SHADER_FLAG(16, ViewID, "View Instancing")
SHADER_FLAG(17, Barycentrics, "Barycentrics")
SHADER_FLAG(18, NativeLowPrecision, "Use native low precision")
SHADER_FLAG(19, ShadingRate, "Shading Rate")
SHADER_FLAG(20, Raytracing_Tier_1_1, "Raytracing tier 1.1 features")
SHADER_FLAG(21, SamplerFeedback, "Sampler feedback")
SHADER_FLAG(22, AtomicInt64OnTypedResource, "64-bit Atomics on Typed Resources")
SHADER_FLAG(23, AtomicInt64OnGroupShared, "64-bit Atomics on Group Shared")
SHADER_FLAG(24, DerivativesInMeshAndAmpShaders, "Derivatives in mesh and amplification shaders")
SHADER_FLAG(25, ResourceDescriptorHeapIndexing, "Resource descriptor heap indexing")
SHADER_FLAG(26, SamplerDescriptorHeapIndexing, "Sampler descriptor heap indexing")
SHADER_FLAG(27, RESERVED, "<RESERVED>")
SHADER_FLAG(28, AtomicInt64OnHeapResource, "64-bit Atomics on Heap Resources")
SHADER_FLAG(29, AdvancedTextureOps, "Advanced Texture Ops")
SHADER_FLAG(30, WriteableMSAATextures, "Writeable MSAA Textures")

SHADER_FLAG(31, NextUnusedBit, "Next reserved shader flag bit (not a flag)")

#undef SHADER_FLAG
#endif

#ifdef SEMANTIC_KIND

SEMANTIC_KIND(0, Arbitrary)
SEMANTIC_KIND(1, VertexID)
SEMANTIC_KIND(2, InstanceID)
SEMANTIC_KIND(3, Position)
SEMANTIC_KIND(4, RenderTargetArrayIndex)
SEMANTIC_KIND(5, ViewPortArrayIndex)
SEMANTIC_KIND(6, ClipDistance)
SEMANTIC_KIND(7, CullDistance)
SEMANTIC_KIND(8, OutputControlPointID)
SEMANTIC_KIND(9, DomainLocation)
SEMANTIC_KIND(10, PrimitiveID)
SEMANTIC_KIND(11, GSInstanceID)
SEMANTIC_KIND(12, SampleIndex)
SEMANTIC_KIND(13, IsFrontFace)
SEMANTIC_KIND(14, Coverage)
SEMANTIC_KIND(15, InnerCoverage)
SEMANTIC_KIND(16, Target)
SEMANTIC_KIND(17, Depth)
SEMANTIC_KIND(18, DepthLessEqual)
SEMANTIC_KIND(19, DepthGreaterEqual)
SEMANTIC_KIND(20, StencilRef)
SEMANTIC_KIND(21, DispatchThreadID)
SEMANTIC_KIND(22, GroupID)
SEMANTIC_KIND(23, GroupIndex)
SEMANTIC_KIND(24, GroupThreadID)
SEMANTIC_KIND(25, TessFactor)
SEMANTIC_KIND(26, InsideTessFactor)
SEMANTIC_KIND(27, ViewID)
SEMANTIC_KIND(28, Barycentrics)
SEMANTIC_KIND(29, ShadingRate)
SEMANTIC_KIND(30, CullPrimitive)
SEMANTIC_KIND(30, Invalid)

#undef SEMANTIC_KIND
#endif

#ifdef COMPONENT_TYPE

COMPONENT_TYPE(0, Unknown)
COMPONENT_TYPE(1, UInt32)
COMPONENT_TYPE(2, SInt32)
COMPONENT_TYPE(3, Float32)
COMPONENT_TYPE(4, UInt16)
COMPONENT_TYPE(5, SInt16)
COMPONENT_TYPE(6, Float16)
COMPONENT_TYPE(7, UInt64)
COMPONENT_TYPE(8, SInt64)
COMPONENT_TYPE(9, Float64)

#undef COMPONENT_TYPE
#endif

#ifdef COMPONENT_PRECISION

COMPONENT_PRECISION(0, Default)
COMPONENT_PRECISION(1, Float16)
COMPONENT_PRECISION(2, Float2_8)
COMPONENT_PRECISION(3, Reserved)
COMPONENT_PRECISION(4, SInt16)
COMPONENT_PRECISION(5, UInt16)
COMPONENT_PRECISION(0xf0, Any16)
COMPONENT_PRECISION(0xf1, Any10)

#undef COMPONENT_PRECISION
#endif

#ifdef INTERPOLATION_MODE

INTERPOLATION_MODE(0, Undefined)
INTERPOLATION_MODE(1, Constant)
INTERPOLATION_MODE(2, Linear)
INTERPOLATION_MODE(3, LinearCentroid)
INTERPOLATION_MODE(4, LinearNoperspective)
INTERPOLATION_MODE(5, LinearNoperspectiveCentroid)
INTERPOLATION_MODE(6, LinearSample)
INTERPOLATION_MODE(7, LinearNoperspectiveSample)
INTERPOLATION_MODE(8, Invalid)

#undef INTERPOLATION_MODE
#endif

#ifdef D3D_SYSTEM_VALUE

D3D_SYSTEM_VALUE(0, Undefined)
D3D_SYSTEM_VALUE(1, Position)
D3D_SYSTEM_VALUE(2, ClipDistance)
D3D_SYSTEM_VALUE(3, CullDistance)
D3D_SYSTEM_VALUE(4, RenderTargetArrayIndex)
D3D_SYSTEM_VALUE(5, ViewPortArrayIndex)
D3D_SYSTEM_VALUE(6, VertexID)
D3D_SYSTEM_VALUE(7, PrimitiveID)
D3D_SYSTEM_VALUE(8, InstanceID)
D3D_SYSTEM_VALUE(9, IsFrontFace)
D3D_SYSTEM_VALUE(10, SampleIndex)
D3D_SYSTEM_VALUE(11, FinalQuadEdgeTessfactor)
D3D_SYSTEM_VALUE(12, FinalQuadInsideTessfactor)
D3D_SYSTEM_VALUE(13, FinalTriEdgeTessfactor)
D3D_SYSTEM_VALUE(14, FinalTriInsideTessfactor)
D3D_SYSTEM_VALUE(15, FinalLineDetailTessfactor)
D3D_SYSTEM_VALUE(16, FinalLineDensityTessfactor)
D3D_SYSTEM_VALUE(23, Barycentrics)
D3D_SYSTEM_VALUE(24, ShadingRate)
D3D_SYSTEM_VALUE(25, CullPrimitive)
D3D_SYSTEM_VALUE(64, Target)
D3D_SYSTEM_VALUE(65, Depth)
D3D_SYSTEM_VALUE(66, Coverage)
D3D_SYSTEM_VALUE(67, DepthGE)
D3D_SYSTEM_VALUE(68, DepthLE)
D3D_SYSTEM_VALUE(69, StencilRef)
D3D_SYSTEM_VALUE(70, InnerCoverage)

#undef D3D_SYSTEM_VALUE

#endif