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include: Add missing D3D12 common shader constants.
Signed-off-by: Martin Storsjö <martin@martin.st>
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Notes:
Alexandre Julliard
2023-09-07 23:00:50 +02:00
Approved-by: Jacek Caban (@jacek) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/327
@ -26,7 +26,41 @@ cpp_quote("#ifndef _D3D12_CONSTANTS")
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cpp_quote("#define _D3D12_CONSTANTS")
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cpp_quote("#define _D3D12_CONSTANTS")
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const UINT D3D12_APPEND_ALIGNED_ELEMENT = 0xffffffff;
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const UINT D3D12_APPEND_ALIGNED_ELEMENT = 0xffffffff;
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const UINT D3D12_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT = 14;
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const UINT D3D12_COMMONSHADER_CONSTANT_BUFFER_COMPONENTS = 4;
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const UINT D3D12_COMMONSHADER_CONSTANT_BUFFER_COMPONENT_BIT_COUNT = 32;
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const UINT D3D12_COMMONSHADER_CONSTANT_BUFFER_HW_SLOT_COUNT = 15;
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const UINT D3D12_COMMONSHADER_CONSTANT_BUFFER_PARTIAL_UPDATE_EXTENTS_BYTE_ALIGNMENT = 16;
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const UINT D3D12_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COMPONENTS = 4;
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const UINT D3D12_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COUNT = 15;
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const UINT D3D12_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COUNT = 15;
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const UINT D3D12_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READS_PER_INST = 1;
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const UINT D3D12_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READ_PORTS = 1;
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const UINT D3D12_COMMONSHADER_FLOWCONTROL_NESTING_LIMIT = 64;
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const UINT D3D12_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COMPONENTS = 4;
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const UINT D3D12_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COUNT = 1;
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const UINT D3D12_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READS_PER_INST = 1;
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const UINT D3D12_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READ_PORTS = 1;
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const UINT D3D12_COMMONSHADER_IMMEDIATE_VALUE_COMPONENT_BIT_COUNT = 32;
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const UINT D3D12_COMMONSHADER_INPUT_RESOURCE_REGISTER_COMPONENTS = 1;
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const UINT D3D12_COMMONSHADER_INPUT_RESOURCE_REGISTER_COUNT = 128;
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const UINT D3D12_COMMONSHADER_INPUT_RESOURCE_REGISTER_READS_PER_INST = 1;
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const UINT D3D12_COMMONSHADER_INPUT_RESOURCE_REGISTER_READ_PORTS = 1;
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const UINT D3D12_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT = 128;
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const UINT D3D12_COMMONSHADER_SAMPLER_REGISTER_COMPONENTS = 1;
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const UINT D3D12_COMMONSHADER_SAMPLER_REGISTER_COUNT = 16;
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const UINT D3D12_COMMONSHADER_SAMPLER_REGISTER_READS_PER_INST = 1;
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const UINT D3D12_COMMONSHADER_SAMPLER_REGISTER_READ_PORTS = 1;
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const UINT D3D12_COMMONSHADER_SAMPLER_SLOT_COUNT = 16;
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const UINT D3D12_COMMONSHADER_SUBROUTINE_NESTING_LIMIT = 32;
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const UINT D3D12_COMMONSHADER_TEMP_REGISTER_COMPONENTS = 4;
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const UINT D3D12_COMMONSHADER_TEMP_REGISTER_COMPONENT_BIT_COUNT = 32;
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const UINT D3D12_COMMONSHADER_TEMP_REGISTER_COUNT = 4096;
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const UINT D3D12_COMMONSHADER_TEMP_REGISTER_READS_PER_INST = 3;
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const UINT D3D12_COMMONSHADER_TEMP_REGISTER_READ_PORTS = 3;
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const UINT D3D12_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MAX = 10;
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const INT D3D12_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MIN = -10;
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const INT D3D12_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE = -8;
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const UINT D3D12_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE = 7;
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const UINT D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT = 256;
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const UINT D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT = 256;
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const UINT D3D12_CS_TGSM_REGISTER_COUNT = 8192;
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const UINT D3D12_CS_TGSM_REGISTER_COUNT = 8192;
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cpp_quote("#define D3D12_DEFAULT_BLEND_FACTOR_ALPHA (1.0f)")
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cpp_quote("#define D3D12_DEFAULT_BLEND_FACTOR_ALPHA (1.0f)")
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