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include: Add D3D12_SHADER_COMPONENT_MAPPING.
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@ -36,6 +36,10 @@ const UINT D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND = 0xffffffff;
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cpp_quote("#define D3D12_FLOAT32_MAX (3.402823466e+38f)")
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const UINT D3D12_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT = 32;
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const UINT D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES = 0xffffffff;
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const UINT D3D12_SHADER_COMPONENT_MAPPING_MASK = 0x7;
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const UINT D3D12_SHADER_COMPONENT_MAPPING_SHIFT = 3;
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const UINT D3D12_SHADER_COMPONENT_MAPPING_ALWAYS_SET_BIT_AVOIDING_ZEROMEM_MISTAKES
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= 1 << (D3D12_SHADER_COMPONENT_MAPPING_SHIFT * 4);
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const UINT D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT = 8;
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const UINT D3D12_TEXTURE_DATA_PITCH_ALIGNMENT = 256;
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const UINT D3D12_VS_INPUT_REGISTER_COUNT = 32;
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@ -641,6 +645,24 @@ typedef enum D3D12_BUFFER_SRV_FLAGS
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D3D12_BUFFER_SRV_FLAG_RAW = 0x1,
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} D3D12_BUFFER_SRV_FLAGS;
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typedef enum D3D12_SHADER_COMPONENT_MAPPING
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{
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0 = 0,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1 = 1,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2 = 2,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3 = 3,
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0 = 4,
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1 = 5,
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} D3D12_SHADER_COMPONENT_MAPPING;
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cpp_quote("#define D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(x, y, z, w) \\")
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cpp_quote(" (((x) & D3D12_SHADER_COMPONENT_MAPPING_MASK) \\")
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cpp_quote(" | (((y) & D3D12_SHADER_COMPONENT_MAPPING_MASK) << D3D12_SHADER_COMPONENT_MAPPING_SHIFT) \\")
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cpp_quote(" | (((z) & D3D12_SHADER_COMPONENT_MAPPING_MASK) << (D3D12_SHADER_COMPONENT_MAPPING_SHIFT * 2)) \\")
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cpp_quote(" | (((w) & D3D12_SHADER_COMPONENT_MAPPING_MASK) << (D3D12_SHADER_COMPONENT_MAPPING_SHIFT * 3)) \\")
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cpp_quote(" | D3D12_SHADER_COMPONENT_MAPPING_ALWAYS_SET_BIT_AVOIDING_ZEROMEM_MISTAKES)")
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cpp_quote("#define D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(0, 1, 2, 3)")
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typedef struct D3D12_BUFFER_SRV
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{
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UINT64 FirstElement;
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