#ifdef CONTAINER_PART CONTAINER_PART(DXIL) CONTAINER_PART(SFI0) CONTAINER_PART(HASH) #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, "") 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