include: Add missing D3D12 common shader constants.

Signed-off-by: Martin Storsjö <martin@martin.st>
This commit is contained in:
Martin Storsjö 2023-09-04 21:07:18 +03:00 committed by Alexandre Julliard
parent 8febea5a9c
commit 71dd917091
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

View File

@ -26,7 +26,41 @@ cpp_quote("#ifndef _D3D12_CONSTANTS")
cpp_quote("#define _D3D12_CONSTANTS")
const UINT D3D12_APPEND_ALIGNED_ELEMENT = 0xffffffff;
const UINT D3D12_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT = 14;
const UINT D3D12_COMMONSHADER_CONSTANT_BUFFER_COMPONENTS = 4;
const UINT D3D12_COMMONSHADER_CONSTANT_BUFFER_COMPONENT_BIT_COUNT = 32;
const UINT D3D12_COMMONSHADER_CONSTANT_BUFFER_HW_SLOT_COUNT = 15;
const UINT D3D12_COMMONSHADER_CONSTANT_BUFFER_PARTIAL_UPDATE_EXTENTS_BYTE_ALIGNMENT = 16;
const UINT D3D12_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COMPONENTS = 4;
const UINT D3D12_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COUNT = 15;
const UINT D3D12_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READS_PER_INST = 1;
const UINT D3D12_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READ_PORTS = 1;
const UINT D3D12_COMMONSHADER_FLOWCONTROL_NESTING_LIMIT = 64;
const UINT D3D12_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COMPONENTS = 4;
const UINT D3D12_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COUNT = 1;
const UINT D3D12_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READS_PER_INST = 1;
const UINT D3D12_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READ_PORTS = 1;
const UINT D3D12_COMMONSHADER_IMMEDIATE_VALUE_COMPONENT_BIT_COUNT = 32;
const UINT D3D12_COMMONSHADER_INPUT_RESOURCE_REGISTER_COMPONENTS = 1;
const UINT D3D12_COMMONSHADER_INPUT_RESOURCE_REGISTER_COUNT = 128;
const UINT D3D12_COMMONSHADER_INPUT_RESOURCE_REGISTER_READS_PER_INST = 1;
const UINT D3D12_COMMONSHADER_INPUT_RESOURCE_REGISTER_READ_PORTS = 1;
const UINT D3D12_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT = 128;
const UINT D3D12_COMMONSHADER_SAMPLER_REGISTER_COMPONENTS = 1;
const UINT D3D12_COMMONSHADER_SAMPLER_REGISTER_COUNT = 16;
const UINT D3D12_COMMONSHADER_SAMPLER_REGISTER_READS_PER_INST = 1;
const UINT D3D12_COMMONSHADER_SAMPLER_REGISTER_READ_PORTS = 1;
const UINT D3D12_COMMONSHADER_SAMPLER_SLOT_COUNT = 16;
const UINT D3D12_COMMONSHADER_SUBROUTINE_NESTING_LIMIT = 32;
const UINT D3D12_COMMONSHADER_TEMP_REGISTER_COMPONENTS = 4;
const UINT D3D12_COMMONSHADER_TEMP_REGISTER_COMPONENT_BIT_COUNT = 32;
const UINT D3D12_COMMONSHADER_TEMP_REGISTER_COUNT = 4096;
const UINT D3D12_COMMONSHADER_TEMP_REGISTER_READS_PER_INST = 3;
const UINT D3D12_COMMONSHADER_TEMP_REGISTER_READ_PORTS = 3;
const UINT D3D12_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MAX = 10;
const INT D3D12_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MIN = -10;
const INT D3D12_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE = -8;
const UINT D3D12_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE = 7;
const UINT D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT = 256;
const UINT D3D12_CS_TGSM_REGISTER_COUNT = 8192;
cpp_quote("#define D3D12_DEFAULT_BLEND_FACTOR_ALPHA (1.0f)")