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diff --git a/thirdparty/directx_headers/include/directx/D3D12TokenizedProgramFormat.hpp b/thirdparty/directx_headers/include/directx/D3D12TokenizedProgramFormat.hpp
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+++ b/thirdparty/directx_headers/include/directx/D3D12TokenizedProgramFormat.hpp
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+#pragma once
+//*********************************************************
+//
+// Copyright (c) Microsoft Corporation.
+// Licensed under the MIT License (MIT).
+//
+//*********************************************************
+//
+// High Level Goals
+//
+// - Serve as the runtime/DDI representation for all D3D11 tokenized code,
+// for all classes of programs, including pixel program, vertex program,
+// geometry program, etc.
+//
+// - Any information that HLSL needs to give to drivers is encoded in
+// this token format in some form.
+//
+// - Enable common tools and source code for managing all tokenizable
+// program formats.
+//
+// - Support extensible token definitions, allowing full customizations for
+// specific program classes, while maintaining general conventions for all
+// program models.
+//
+// - Binary backwards compatible with D3D10. Any token name that was originally
+// defined with "D3D10" in it is unchanged; D3D11 only adds new tokens.
+//
+// ----------------------------------------------------------------------------
+//
+// Low Level Feature Summary
+//
+// - DWORD based tokens always, for simplicity
+// - Opcode token is generally a single DWORD, though there is a bit indicating
+// if extended information (extra DWORD(s)) are present
+// - Operand tokens are a completely self contained, extensible format,
+// with scalar and 4-vector data types as first class citizens, but
+// allowance for extension to n-component vectors.
+// - Initial operand token identifies register type, register file
+// structure/dimensionality and mode of indexing for each dimension,
+// and choice of component selection mechanism (i.e. mask vs. swizzle etc).
+// - Optional additional extended operand tokens can defined things like
+// modifiers (which are not needed by default).
+// - Operand's immediate index value(s), if needed, appear as subsequent DWORD
+// values, and if relative addressing is specified, an additional completely
+// self contained operand definition appears nested in the token sequence.
+//
+// ----------------------------------------------------------------------------
+
+#include <winapifamily.h>
+
+#pragma region Application Family
+#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP | WINAPI_PARTITION_GAMES)
+
+// ----------------------------------------------------------------------------
+// Version Token (VerTok)
+//
+// [07:00] minor version number (0-255)
+// [15:08] major version number (0-255)
+// [31:16] D3D10_SB_TOKENIZED_PROGRAM_TYPE
+//
+// ----------------------------------------------------------------------------
+
+typedef enum D3D10_SB_TOKENIZED_PROGRAM_TYPE
+{
+ D3D10_SB_PIXEL_SHADER = 0,
+ D3D10_SB_VERTEX_SHADER = 1,
+ D3D10_SB_GEOMETRY_SHADER = 2,
+
+ // D3D11 Shaders
+ D3D11_SB_HULL_SHADER = 3,
+ D3D11_SB_DOMAIN_SHADER = 4,
+ D3D11_SB_COMPUTE_SHADER = 5,
+
+ // Subset of D3D12 Shaders where this field is referenced by runtime
+ // Entries from 6-12 are unique to state objects
+ // (e.g. library, callable and raytracing shaders)
+ D3D12_SB_MESH_SHADER = 13,
+ D3D12_SB_AMPLIFICATION_SHADER = 14,
+
+ D3D11_SB_RESERVED0 = 0xFFF0
+} D3D10_SB_TOKENIZED_PROGRAM_TYPE;
+
+#define D3D10_SB_TOKENIZED_PROGRAM_TYPE_MASK 0xffff0000
+#define D3D10_SB_TOKENIZED_PROGRAM_TYPE_SHIFT 16
+
+// DECODER MACRO: Retrieve program type from version token
+#define DECODE_D3D10_SB_TOKENIZED_PROGRAM_TYPE(VerTok) ((D3D10_SB_TOKENIZED_PROGRAM_TYPE)(((VerTok)&D3D10_SB_TOKENIZED_PROGRAM_TYPE_MASK)>>D3D10_SB_TOKENIZED_PROGRAM_TYPE_SHIFT))
+
+#define D3D10_SB_TOKENIZED_PROGRAM_MAJOR_VERSION_MASK 0x000000f0
+#define D3D10_SB_TOKENIZED_PROGRAM_MAJOR_VERSION_SHIFT 4
+#define D3D10_SB_TOKENIZED_PROGRAM_MINOR_VERSION_MASK 0x0000000f
+
+// DECODER MACRO: Retrieve major version # from version token
+#define DECODE_D3D10_SB_TOKENIZED_PROGRAM_MAJOR_VERSION(VerTok) (((VerTok)&D3D10_SB_TOKENIZED_PROGRAM_MAJOR_VERSION_MASK)>>D3D10_SB_TOKENIZED_PROGRAM_MAJOR_VERSION_SHIFT)
+// DECODER MACRO: Retrieve minor version # from version token
+#define DECODE_D3D10_SB_TOKENIZED_PROGRAM_MINOR_VERSION(VerTok) ((VerTok)&D3D10_SB_TOKENIZED_PROGRAM_MINOR_VERSION_MASK)
+
+// ENCODER MACRO: Create complete VerTok
+#define ENCODE_D3D10_SB_TOKENIZED_PROGRAM_VERSION_TOKEN(ProgType,MajorVer,MinorVer) ((((ProgType)<<D3D10_SB_TOKENIZED_PROGRAM_TYPE_SHIFT)&D3D10_SB_TOKENIZED_PROGRAM_TYPE_MASK)|\
+ ((((MajorVer)<<D3D10_SB_TOKENIZED_PROGRAM_MAJOR_VERSION_SHIFT)&D3D10_SB_TOKENIZED_PROGRAM_MAJOR_VERSION_MASK))|\
+ ((MinorVer)&D3D10_SB_TOKENIZED_PROGRAM_MINOR_VERSION_MASK))
+
+// ----------------------------------------------------------------------------
+// Length Token (LenTok)
+//
+// Always follows VerTok
+//
+// [31:00] Unsigned integer count of number of
+// DWORDs in program code, including version
+// and length tokens. So the minimum value
+// is 0x00000002 (if an empty program is ever
+// valid).
+//
+// ----------------------------------------------------------------------------
+
+// DECODER MACRO: Retrieve program length
+#define DECODE_D3D10_SB_TOKENIZED_PROGRAM_LENGTH(LenTok) (LenTok)
+// ENCODER MACRO: Create complete LenTok
+#define ENCODE_D3D10_SB_TOKENIZED_PROGRAM_LENGTH(Length) (Length)
+#define MAX_D3D10_SB_TOKENIZED_PROGRAM_LENGTH (0xffffffff)
+
+// ----------------------------------------------------------------------------
+// Opcode Format (OpcodeToken0)
+//
+// [10:00] D3D10_SB_OPCODE_TYPE
+// if( [10:00] == D3D10_SB_OPCODE_CUSTOMDATA )
+// {
+// Token starts a custom-data block. See "Custom-Data Block Format".
+// }
+// else // standard opcode token
+// {
+// [23:11] Opcode-Specific Controls
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended opcode token.
+// }
+//
+// ----------------------------------------------------------------------------
+
+typedef enum D3D10_SB_OPCODE_TYPE {
+ D3D10_SB_OPCODE_ADD ,
+ D3D10_SB_OPCODE_AND ,
+ D3D10_SB_OPCODE_BREAK ,
+ D3D10_SB_OPCODE_BREAKC ,
+ D3D10_SB_OPCODE_CALL ,
+ D3D10_SB_OPCODE_CALLC ,
+ D3D10_SB_OPCODE_CASE ,
+ D3D10_SB_OPCODE_CONTINUE ,
+ D3D10_SB_OPCODE_CONTINUEC ,
+ D3D10_SB_OPCODE_CUT ,
+ D3D10_SB_OPCODE_DEFAULT ,
+ D3D10_SB_OPCODE_DERIV_RTX ,
+ D3D10_SB_OPCODE_DERIV_RTY ,
+ D3D10_SB_OPCODE_DISCARD ,
+ D3D10_SB_OPCODE_DIV ,
+ D3D10_SB_OPCODE_DP2 ,
+ D3D10_SB_OPCODE_DP3 ,
+ D3D10_SB_OPCODE_DP4 ,
+ D3D10_SB_OPCODE_ELSE ,
+ D3D10_SB_OPCODE_EMIT ,
+ D3D10_SB_OPCODE_EMITTHENCUT ,
+ D3D10_SB_OPCODE_ENDIF ,
+ D3D10_SB_OPCODE_ENDLOOP ,
+ D3D10_SB_OPCODE_ENDSWITCH ,
+ D3D10_SB_OPCODE_EQ ,
+ D3D10_SB_OPCODE_EXP ,
+ D3D10_SB_OPCODE_FRC ,
+ D3D10_SB_OPCODE_FTOI ,
+ D3D10_SB_OPCODE_FTOU ,
+ D3D10_SB_OPCODE_GE ,
+ D3D10_SB_OPCODE_IADD ,
+ D3D10_SB_OPCODE_IF ,
+ D3D10_SB_OPCODE_IEQ ,
+ D3D10_SB_OPCODE_IGE ,
+ D3D10_SB_OPCODE_ILT ,
+ D3D10_SB_OPCODE_IMAD ,
+ D3D10_SB_OPCODE_IMAX ,
+ D3D10_SB_OPCODE_IMIN ,
+ D3D10_SB_OPCODE_IMUL ,
+ D3D10_SB_OPCODE_INE ,
+ D3D10_SB_OPCODE_INEG ,
+ D3D10_SB_OPCODE_ISHL ,
+ D3D10_SB_OPCODE_ISHR ,
+ D3D10_SB_OPCODE_ITOF ,
+ D3D10_SB_OPCODE_LABEL ,
+ D3D10_SB_OPCODE_LD ,
+ D3D10_SB_OPCODE_LD_MS ,
+ D3D10_SB_OPCODE_LOG ,
+ D3D10_SB_OPCODE_LOOP ,
+ D3D10_SB_OPCODE_LT ,
+ D3D10_SB_OPCODE_MAD ,
+ D3D10_SB_OPCODE_MIN ,
+ D3D10_SB_OPCODE_MAX ,
+ D3D10_SB_OPCODE_CUSTOMDATA ,
+ D3D10_SB_OPCODE_MOV ,
+ D3D10_SB_OPCODE_MOVC ,
+ D3D10_SB_OPCODE_MUL ,
+ D3D10_SB_OPCODE_NE ,
+ D3D10_SB_OPCODE_NOP ,
+ D3D10_SB_OPCODE_NOT ,
+ D3D10_SB_OPCODE_OR ,
+ D3D10_SB_OPCODE_RESINFO ,
+ D3D10_SB_OPCODE_RET ,
+ D3D10_SB_OPCODE_RETC ,
+ D3D10_SB_OPCODE_ROUND_NE ,
+ D3D10_SB_OPCODE_ROUND_NI ,
+ D3D10_SB_OPCODE_ROUND_PI ,
+ D3D10_SB_OPCODE_ROUND_Z ,
+ D3D10_SB_OPCODE_RSQ ,
+ D3D10_SB_OPCODE_SAMPLE ,
+ D3D10_SB_OPCODE_SAMPLE_C ,
+ D3D10_SB_OPCODE_SAMPLE_C_LZ ,
+ D3D10_SB_OPCODE_SAMPLE_L ,
+ D3D10_SB_OPCODE_SAMPLE_D ,
+ D3D10_SB_OPCODE_SAMPLE_B ,
+ D3D10_SB_OPCODE_SQRT ,
+ D3D10_SB_OPCODE_SWITCH ,
+ D3D10_SB_OPCODE_SINCOS ,
+ D3D10_SB_OPCODE_UDIV ,
+ D3D10_SB_OPCODE_ULT ,
+ D3D10_SB_OPCODE_UGE ,
+ D3D10_SB_OPCODE_UMUL ,
+ D3D10_SB_OPCODE_UMAD ,
+ D3D10_SB_OPCODE_UMAX ,
+ D3D10_SB_OPCODE_UMIN ,
+ D3D10_SB_OPCODE_USHR ,
+ D3D10_SB_OPCODE_UTOF ,
+ D3D10_SB_OPCODE_XOR ,
+ D3D10_SB_OPCODE_DCL_RESOURCE , // DCL* opcodes have
+ D3D10_SB_OPCODE_DCL_CONSTANT_BUFFER , // custom operand formats.
+ D3D10_SB_OPCODE_DCL_SAMPLER ,
+ D3D10_SB_OPCODE_DCL_INDEX_RANGE ,
+ D3D10_SB_OPCODE_DCL_GS_OUTPUT_PRIMITIVE_TOPOLOGY ,
+ D3D10_SB_OPCODE_DCL_GS_INPUT_PRIMITIVE ,
+ D3D10_SB_OPCODE_DCL_MAX_OUTPUT_VERTEX_COUNT ,
+ D3D10_SB_OPCODE_DCL_INPUT ,
+ D3D10_SB_OPCODE_DCL_INPUT_SGV ,
+ D3D10_SB_OPCODE_DCL_INPUT_SIV ,
+ D3D10_SB_OPCODE_DCL_INPUT_PS ,
+ D3D10_SB_OPCODE_DCL_INPUT_PS_SGV ,
+ D3D10_SB_OPCODE_DCL_INPUT_PS_SIV ,
+ D3D10_SB_OPCODE_DCL_OUTPUT ,
+ D3D10_SB_OPCODE_DCL_OUTPUT_SGV ,
+ D3D10_SB_OPCODE_DCL_OUTPUT_SIV ,
+ D3D10_SB_OPCODE_DCL_TEMPS ,
+ D3D10_SB_OPCODE_DCL_INDEXABLE_TEMP ,
+ D3D10_SB_OPCODE_DCL_GLOBAL_FLAGS ,
+
+// -----------------------------------------------
+
+ // This marks the end of D3D10.0 opcodes
+ D3D10_SB_OPCODE_RESERVED0,
+
+// ---------- DX 10.1 op codes---------------------
+
+ D3D10_1_SB_OPCODE_LOD,
+ D3D10_1_SB_OPCODE_GATHER4,
+ D3D10_1_SB_OPCODE_SAMPLE_POS,
+ D3D10_1_SB_OPCODE_SAMPLE_INFO,
+
+// -----------------------------------------------
+
+ // This marks the end of D3D10.1 opcodes
+ D3D10_1_SB_OPCODE_RESERVED1,
+
+// ---------- DX 11 op codes---------------------
+ D3D11_SB_OPCODE_HS_DECLS , // token marks beginning of HS sub-shader
+ D3D11_SB_OPCODE_HS_CONTROL_POINT_PHASE , // token marks beginning of HS sub-shader
+ D3D11_SB_OPCODE_HS_FORK_PHASE , // token marks beginning of HS sub-shader
+ D3D11_SB_OPCODE_HS_JOIN_PHASE , // token marks beginning of HS sub-shader
+
+ D3D11_SB_OPCODE_EMIT_STREAM ,
+ D3D11_SB_OPCODE_CUT_STREAM ,
+ D3D11_SB_OPCODE_EMITTHENCUT_STREAM ,
+ D3D11_SB_OPCODE_INTERFACE_CALL ,
+
+ D3D11_SB_OPCODE_BUFINFO ,
+ D3D11_SB_OPCODE_DERIV_RTX_COARSE ,
+ D3D11_SB_OPCODE_DERIV_RTX_FINE ,
+ D3D11_SB_OPCODE_DERIV_RTY_COARSE ,
+ D3D11_SB_OPCODE_DERIV_RTY_FINE ,
+ D3D11_SB_OPCODE_GATHER4_C ,
+ D3D11_SB_OPCODE_GATHER4_PO ,
+ D3D11_SB_OPCODE_GATHER4_PO_C ,
+ D3D11_SB_OPCODE_RCP ,
+ D3D11_SB_OPCODE_F32TOF16 ,
+ D3D11_SB_OPCODE_F16TOF32 ,
+ D3D11_SB_OPCODE_UADDC ,
+ D3D11_SB_OPCODE_USUBB ,
+ D3D11_SB_OPCODE_COUNTBITS ,
+ D3D11_SB_OPCODE_FIRSTBIT_HI ,
+ D3D11_SB_OPCODE_FIRSTBIT_LO ,
+ D3D11_SB_OPCODE_FIRSTBIT_SHI ,
+ D3D11_SB_OPCODE_UBFE ,
+ D3D11_SB_OPCODE_IBFE ,
+ D3D11_SB_OPCODE_BFI ,
+ D3D11_SB_OPCODE_BFREV ,
+ D3D11_SB_OPCODE_SWAPC ,
+
+ D3D11_SB_OPCODE_DCL_STREAM ,
+ D3D11_SB_OPCODE_DCL_FUNCTION_BODY ,
+ D3D11_SB_OPCODE_DCL_FUNCTION_TABLE ,
+ D3D11_SB_OPCODE_DCL_INTERFACE ,
+
+ D3D11_SB_OPCODE_DCL_INPUT_CONTROL_POINT_COUNT ,
+ D3D11_SB_OPCODE_DCL_OUTPUT_CONTROL_POINT_COUNT ,
+ D3D11_SB_OPCODE_DCL_TESS_DOMAIN ,
+ D3D11_SB_OPCODE_DCL_TESS_PARTITIONING ,
+ D3D11_SB_OPCODE_DCL_TESS_OUTPUT_PRIMITIVE ,
+ D3D11_SB_OPCODE_DCL_HS_MAX_TESSFACTOR ,
+ D3D11_SB_OPCODE_DCL_HS_FORK_PHASE_INSTANCE_COUNT ,
+ D3D11_SB_OPCODE_DCL_HS_JOIN_PHASE_INSTANCE_COUNT ,
+
+ D3D11_SB_OPCODE_DCL_THREAD_GROUP ,
+ D3D11_SB_OPCODE_DCL_UNORDERED_ACCESS_VIEW_TYPED ,
+ D3D11_SB_OPCODE_DCL_UNORDERED_ACCESS_VIEW_RAW ,
+ D3D11_SB_OPCODE_DCL_UNORDERED_ACCESS_VIEW_STRUCTURED,
+ D3D11_SB_OPCODE_DCL_THREAD_GROUP_SHARED_MEMORY_RAW,
+ D3D11_SB_OPCODE_DCL_THREAD_GROUP_SHARED_MEMORY_STRUCTURED,
+ D3D11_SB_OPCODE_DCL_RESOURCE_RAW ,
+ D3D11_SB_OPCODE_DCL_RESOURCE_STRUCTURED ,
+ D3D11_SB_OPCODE_LD_UAV_TYPED ,
+ D3D11_SB_OPCODE_STORE_UAV_TYPED ,
+ D3D11_SB_OPCODE_LD_RAW ,
+ D3D11_SB_OPCODE_STORE_RAW ,
+ D3D11_SB_OPCODE_LD_STRUCTURED ,
+ D3D11_SB_OPCODE_STORE_STRUCTURED ,
+ D3D11_SB_OPCODE_ATOMIC_AND ,
+ D3D11_SB_OPCODE_ATOMIC_OR ,
+ D3D11_SB_OPCODE_ATOMIC_XOR ,
+ D3D11_SB_OPCODE_ATOMIC_CMP_STORE ,
+ D3D11_SB_OPCODE_ATOMIC_IADD ,
+ D3D11_SB_OPCODE_ATOMIC_IMAX ,
+ D3D11_SB_OPCODE_ATOMIC_IMIN ,
+ D3D11_SB_OPCODE_ATOMIC_UMAX ,
+ D3D11_SB_OPCODE_ATOMIC_UMIN ,
+ D3D11_SB_OPCODE_IMM_ATOMIC_ALLOC ,
+ D3D11_SB_OPCODE_IMM_ATOMIC_CONSUME ,
+ D3D11_SB_OPCODE_IMM_ATOMIC_IADD ,
+ D3D11_SB_OPCODE_IMM_ATOMIC_AND ,
+ D3D11_SB_OPCODE_IMM_ATOMIC_OR ,
+ D3D11_SB_OPCODE_IMM_ATOMIC_XOR ,
+ D3D11_SB_OPCODE_IMM_ATOMIC_EXCH ,
+ D3D11_SB_OPCODE_IMM_ATOMIC_CMP_EXCH ,
+ D3D11_SB_OPCODE_IMM_ATOMIC_IMAX ,
+ D3D11_SB_OPCODE_IMM_ATOMIC_IMIN ,
+ D3D11_SB_OPCODE_IMM_ATOMIC_UMAX ,
+ D3D11_SB_OPCODE_IMM_ATOMIC_UMIN ,
+ D3D11_SB_OPCODE_SYNC ,
+
+ D3D11_SB_OPCODE_DADD ,
+ D3D11_SB_OPCODE_DMAX ,
+ D3D11_SB_OPCODE_DMIN ,
+ D3D11_SB_OPCODE_DMUL ,
+ D3D11_SB_OPCODE_DEQ ,
+ D3D11_SB_OPCODE_DGE ,
+ D3D11_SB_OPCODE_DLT ,
+ D3D11_SB_OPCODE_DNE ,
+ D3D11_SB_OPCODE_DMOV ,
+ D3D11_SB_OPCODE_DMOVC ,
+ D3D11_SB_OPCODE_DTOF ,
+ D3D11_SB_OPCODE_FTOD ,
+
+ D3D11_SB_OPCODE_EVAL_SNAPPED ,
+ D3D11_SB_OPCODE_EVAL_SAMPLE_INDEX ,
+ D3D11_SB_OPCODE_EVAL_CENTROID ,
+
+ D3D11_SB_OPCODE_DCL_GS_INSTANCE_COUNT ,
+
+ D3D11_SB_OPCODE_ABORT ,
+ D3D11_SB_OPCODE_DEBUG_BREAK ,
+
+// -----------------------------------------------
+
+ // This marks the end of D3D11.0 opcodes
+ D3D11_SB_OPCODE_RESERVED0,
+
+ D3D11_1_SB_OPCODE_DDIV,
+ D3D11_1_SB_OPCODE_DFMA,
+ D3D11_1_SB_OPCODE_DRCP,
+
+ D3D11_1_SB_OPCODE_MSAD,
+
+ D3D11_1_SB_OPCODE_DTOI,
+ D3D11_1_SB_OPCODE_DTOU,
+ D3D11_1_SB_OPCODE_ITOD,
+ D3D11_1_SB_OPCODE_UTOD,
+
+// -----------------------------------------------
+
+ // This marks the end of D3D11.1 opcodes
+ D3D11_1_SB_OPCODE_RESERVED0,
+
+ D3DWDDM1_3_SB_OPCODE_GATHER4_FEEDBACK,
+ D3DWDDM1_3_SB_OPCODE_GATHER4_C_FEEDBACK,
+ D3DWDDM1_3_SB_OPCODE_GATHER4_PO_FEEDBACK,
+ D3DWDDM1_3_SB_OPCODE_GATHER4_PO_C_FEEDBACK,
+ D3DWDDM1_3_SB_OPCODE_LD_FEEDBACK,
+ D3DWDDM1_3_SB_OPCODE_LD_MS_FEEDBACK,
+ D3DWDDM1_3_SB_OPCODE_LD_UAV_TYPED_FEEDBACK,
+ D3DWDDM1_3_SB_OPCODE_LD_RAW_FEEDBACK,
+ D3DWDDM1_3_SB_OPCODE_LD_STRUCTURED_FEEDBACK,
+ D3DWDDM1_3_SB_OPCODE_SAMPLE_L_FEEDBACK,
+ D3DWDDM1_3_SB_OPCODE_SAMPLE_C_LZ_FEEDBACK,
+
+ D3DWDDM1_3_SB_OPCODE_SAMPLE_CLAMP_FEEDBACK,
+ D3DWDDM1_3_SB_OPCODE_SAMPLE_B_CLAMP_FEEDBACK,
+ D3DWDDM1_3_SB_OPCODE_SAMPLE_D_CLAMP_FEEDBACK,
+ D3DWDDM1_3_SB_OPCODE_SAMPLE_C_CLAMP_FEEDBACK,
+
+ D3DWDDM1_3_SB_OPCODE_CHECK_ACCESS_FULLY_MAPPED,
+
+// -----------------------------------------------
+
+ // This marks the end of WDDM 1.3 opcodes
+ D3DWDDM1_3_SB_OPCODE_RESERVED0,
+
+ D3D10_SB_NUM_OPCODES // Should be the last entry
+} D3D10_SB_OPCODE_TYPE;
+
+#define D3D10_SB_OPCODE_TYPE_MASK 0x00007ff
+// DECODER MACRO: Retrieve program opcode
+#define DECODE_D3D10_SB_OPCODE_TYPE(OpcodeToken0) ((D3D10_SB_OPCODE_TYPE)((OpcodeToken0)&D3D10_SB_OPCODE_TYPE_MASK))
+// ENCODER MACRO: Create the opcode-type portion of OpcodeToken0
+#define ENCODE_D3D10_SB_OPCODE_TYPE(OpcodeName) ((OpcodeName)&D3D10_SB_OPCODE_TYPE_MASK)
+
+#define D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH_MASK 0x7f000000
+#define D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH_SHIFT 24
+// DECODER MACRO: Retrieve instruction length
+// in # of DWORDs including the opcode token(s).
+// The range is 1-127.
+#define DECODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(OpcodeToken0) (((OpcodeToken0)&D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH_MASK)>> D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH_SHIFT)
+
+// ENCODER MACRO: Store instruction length
+// portion of OpcodeToken0, in # of DWORDs
+// including the opcode token(s).
+// Valid range is 1-127.
+#define ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(Length) (((Length)<<D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH_SHIFT)&D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH_MASK)
+#define MAX_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH 127
+
+#define D3D10_SB_INSTRUCTION_SATURATE_MASK 0x00002000
+// DECODER MACRO: Check OpcodeToken0 to see if an instruction
+// is to saturate the result [0..1]
+// This flag is indicated by one of the bits in the
+// opcode specific control range.
+#define DECODE_IS_D3D10_SB_INSTRUCTION_SATURATE_ENABLED(OpcodeToken0) ((OpcodeToken0)&D3D10_SB_INSTRUCTION_SATURATE_MASK)
+// ENCODER MACRO: Encode in OpcodeToken0 if instruction is to saturate the result.
+#define ENCODE_D3D10_SB_INSTRUCTION_SATURATE(bSat) (((bSat)!=0)?D3D10_SB_INSTRUCTION_SATURATE_MASK:0)
+
+// Boolean test for conditional instructions such as if (if_z or if_nz)
+// This is part of the opcode specific control range.
+typedef enum D3D10_SB_INSTRUCTION_TEST_BOOLEAN
+{
+ D3D10_SB_INSTRUCTION_TEST_ZERO = 0,
+ D3D10_SB_INSTRUCTION_TEST_NONZERO = 1
+} D3D10_SB_INSTRUCTION_TEST_BOOLEAN;
+#define D3D10_SB_INSTRUCTION_TEST_BOOLEAN_MASK 0x00040000
+#define D3D10_SB_INSTRUCTION_TEST_BOOLEAN_SHIFT 18
+
+// DECODER MACRO: For an OpcodeToken0 for requires either a
+// zero or non-zero test, determine which test was chosen.
+#define DECODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(OpcodeToken0) ((D3D10_SB_INSTRUCTION_TEST_BOOLEAN)(((OpcodeToken0)&D3D10_SB_INSTRUCTION_TEST_BOOLEAN_MASK)>>D3D10_SB_INSTRUCTION_TEST_BOOLEAN_SHIFT))
+// ENCODER MACRO: Store "zero" or "nonzero" in the opcode
+// specific control range of OpcodeToken0
+#define ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(Boolean) (((Boolean)<<D3D10_SB_INSTRUCTION_TEST_BOOLEAN_SHIFT)&D3D10_SB_INSTRUCTION_TEST_BOOLEAN_MASK)
+
+// Precise value mask (bits 19-22)
+// This is part of the opcode specific control range.
+// It's 1 bit per-channel of the output, for instructions with multiple
+// output operands, it applies to that component in each operand. This
+// uses the components defined in D3D10_SB_COMPONENT_NAME.
+#define D3D11_SB_INSTRUCTION_PRECISE_VALUES_MASK 0x00780000
+#define D3D11_SB_INSTRUCTION_PRECISE_VALUES_SHIFT 19
+
+// DECODER MACRO: this macro extracts from OpcodeToken0 the 4 component
+// (xyzw) mask, as a field of D3D10_SB_4_COMPONENT_[X|Y|Z|W] flags.
+#define DECODE_D3D11_SB_INSTRUCTION_PRECISE_VALUES(OpcodeToken0) ((((OpcodeToken0)&D3D11_SB_INSTRUCTION_PRECISE_VALUES_MASK)>>D3D11_SB_INSTRUCTION_PRECISE_VALUES_SHIFT))
+// ENCODER MACRO: Given a set of
+// D3D10_SB_OPERAND_4_COMPONENT_[X|Y|Z|W] values
+// or'd together, encode them in OpcodeToken0.
+#define ENCODE_D3D11_SB_INSTRUCTION_PRECISE_VALUES(ComponentMask) (((ComponentMask)<<D3D11_SB_INSTRUCTION_PRECISE_VALUES_SHIFT)&D3D11_SB_INSTRUCTION_PRECISE_VALUES_MASK)
+
+// resinfo instruction return type
+typedef enum D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE
+{
+ D3D10_SB_RESINFO_INSTRUCTION_RETURN_FLOAT = 0,
+ D3D10_SB_RESINFO_INSTRUCTION_RETURN_RCPFLOAT = 1,
+ D3D10_SB_RESINFO_INSTRUCTION_RETURN_UINT = 2
+} D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE;
+
+#define D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE_MASK 0x00001800
+#define D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE_SHIFT 11
+
+// DECODER MACRO: For an OpcodeToken0 for the resinfo instruction,
+// determine the return type.
+#define DECODE_D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE(OpcodeToken0) ((D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE)(((OpcodeToken0)&D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE_MASK)>>D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE_SHIFT))
+// ENCODER MACRO: Encode the return type for the resinfo instruction
+// in the opcode specific control range of OpcodeToken0
+#define ENCODE_D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE(ReturnType) (((ReturnType)<<D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE_SHIFT)&D3D10_SB_RESINFO_INSTRUCTION_RETURN_TYPE_MASK)
+
+// sync instruction flags
+#define D3D11_SB_SYNC_THREADS_IN_GROUP 0x00000800
+#define D3D11_SB_SYNC_THREAD_GROUP_SHARED_MEMORY 0x00001000
+#define D3D11_SB_SYNC_UNORDERED_ACCESS_VIEW_MEMORY_GROUP 0x00002000
+#define D3D11_SB_SYNC_UNORDERED_ACCESS_VIEW_MEMORY_GLOBAL 0x00004000
+#define D3D11_SB_SYNC_FLAGS_MASK 0x00007800
+
+// DECODER MACRO: Retrieve flags for sync instruction from OpcodeToken0.
+#define DECODE_D3D11_SB_SYNC_FLAGS(OperandToken0) ((OperandToken0)&D3D11_SB_SYNC_FLAGS_MASK)
+
+// ENCODER MACRO: Given a set of sync instruciton flags, encode them in OpcodeToken0.
+#define ENCODE_D3D11_SB_SYNC_FLAGS(Flags) ((Flags)&D3D11_SB_SYNC_FLAGS_MASK)
+
+#define D3D10_SB_OPCODE_EXTENDED_MASK 0x80000000
+#define D3D10_SB_OPCODE_EXTENDED_SHIFT 31
+// DECODER MACRO: Determine if the opcode is extended
+// by an additional opcode token. Currently there are no
+// extended opcodes.
+#define DECODE_IS_D3D10_SB_OPCODE_EXTENDED(OpcodeToken0) (((OpcodeToken0)&D3D10_SB_OPCODE_EXTENDED_MASK)>> D3D10_SB_OPCODE_EXTENDED_SHIFT)
+// ENCODER MACRO: Store in OpcodeToken0 whether the opcode is extended
+// by an additional opcode token.
+#define ENCODE_D3D10_SB_OPCODE_EXTENDED(bExtended) (((bExtended)!=0)?D3D10_SB_OPCODE_EXTENDED_MASK:0)
+
+// ----------------------------------------------------------------------------
+// Extended Opcode Format (OpcodeToken1)
+//
+// If bit31 of an opcode token is set, the
+// opcode has an additional extended opcode token DWORD
+// directly following OpcodeToken0. Other tokens
+// expected for the opcode, such as the operand
+// token(s) always follow
+// OpcodeToken0 AND OpcodeToken1..n (extended
+// opcode tokens, if present).
+//
+// [05:00] D3D10_SB_EXTENDED_OPCODE_TYPE
+// [30:06] if([05:00] == D3D10_SB_EXTENDED_OPCODE_SAMPLE_CONTROLS)
+// {
+// This custom opcode contains controls for SAMPLE.
+// [08:06] Ignored, 0.
+// [12:09] U texel immediate offset (4 bit 2's comp) (0 default)
+// [16:13] V texel immediate offset (4 bit 2's comp) (0 default)
+// [20:17] W texel immediate offset (4 bit 2's comp) (0 default)
+// [30:14] Ignored, 0.
+// }
+// else if( [05:00] == D3D11_SB_EXTENDED_OPCODE_RESOURCE_DIM )
+// {
+// [10:06] D3D10_SB_RESOURCE_DIMENSION
+// [22:11] When dimension is D3D11_SB_RESOURCE_DIMENSION_STRUCTURED_BUFFER this holds the buffer stride, otherwise 0
+// [30:23] Ignored, 0.
+// }
+// else if( [05:00] == D3D11_SB_EXTENDED_OPCODE_RESOURCE_RETURN_TYPE )
+// {
+// [09:06] D3D10_SB_RESOURCE_RETURN_TYPE for component X
+// [13:10] D3D10_SB_RESOURCE_RETURN_TYPE for component Y
+// [17:14] D3D10_SB_RESOURCE_RETURN_TYPE for component Z
+// [21:18] D3D10_SB_RESOURCE_RETURN_TYPE for component W
+// [30:22] Ignored, 0.
+// }
+// else
+// {
+// [30:04] Ignored, 0.
+// }
+// [31] 0 normally. 1 there is another extended opcode. Any number
+// of extended opcode tokens can be chained. It is possible that some extended
+// opcode tokens could include multiple DWORDS - that is defined
+// on a case by case basis.
+//
+// ----------------------------------------------------------------------------
+typedef enum D3D10_SB_EXTENDED_OPCODE_TYPE
+{
+ D3D10_SB_EXTENDED_OPCODE_EMPTY = 0,
+ D3D10_SB_EXTENDED_OPCODE_SAMPLE_CONTROLS = 1,
+ D3D11_SB_EXTENDED_OPCODE_RESOURCE_DIM = 2,
+ D3D11_SB_EXTENDED_OPCODE_RESOURCE_RETURN_TYPE = 3,
+} D3D10_SB_EXTENDED_OPCODE_TYPE;
+#define D3D11_SB_MAX_SIMULTANEOUS_EXTENDED_OPCODES 3
+
+#define D3D10_SB_EXTENDED_OPCODE_TYPE_MASK 0x0000003f
+
+// DECODER MACRO: Given an extended opcode
+// token (OpcodeToken1), figure out what type
+// of token it is (from D3D10_SB_EXTENDED_OPCODE_TYPE enum)
+// to be able to interpret the rest of the token's contents.
+#define DECODE_D3D10_SB_EXTENDED_OPCODE_TYPE(OpcodeToken1) ((D3D10_SB_EXTENDED_OPCODE_TYPE)((OpcodeToken1)&D3D10_SB_EXTENDED_OPCODE_TYPE_MASK))
+
+// ENCODER MACRO: Store extended opcode token
+// type in OpcodeToken1.
+#define ENCODE_D3D10_SB_EXTENDED_OPCODE_TYPE(ExtOpcodeType) ((ExtOpcodeType)&D3D10_SB_EXTENDED_OPCODE_TYPE_MASK)
+
+typedef enum D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_COORD
+{
+ D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_U = 0,
+ D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_V = 1,
+ D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_W = 2,
+} D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_COORD;
+#define D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_COORD_MASK (3)
+#define D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_SHIFT(Coord) (9+4*((Coord)&D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_COORD_MASK))
+#define D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_MASK(Coord) (0x0000000f<<D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_SHIFT(Coord))
+
+// DECODER MACRO: Given an extended opcode token
+// (OpcodeToken1), and extended token type ==
+// D3D10_SB_EXTENDED_OPCODE_SAMPLE_CONTROLS, determine the immediate
+// texel address offset for u/v/w (D3D10_SB_ADDRESS_OFFSET_COORD)
+// This macro returns a (signed) integer, by sign extending the
+// decoded 4 bit 2's complement immediate value.
+#define DECODE_IMMEDIATE_D3D10_SB_ADDRESS_OFFSET(Coord,OpcodeToken1) ((((OpcodeToken1)&D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_MASK(Coord))>>(D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_SHIFT(Coord))))
+
+// ENCODER MACRO: Store the immediate texel address offset
+// for U or V or W Coord (D3D10_SB_ADDRESS_OFFSET_COORD) in an extended
+// opcode token (OpcodeToken1) that has extended opcode
+// type == D3D10_SB_EXTENDED_OPCODE_SAMPLE_CONTROLS (opcode type encoded separately)
+// A 2's complement number is expected as input, from which the LSB 4 bits are extracted.
+#define ENCODE_IMMEDIATE_D3D10_SB_ADDRESS_OFFSET(Coord,ImmediateOffset) (((ImmediateOffset)<<D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_SHIFT(Coord))&D3D10_SB_IMMEDIATE_ADDRESS_OFFSET_MASK(Coord))
+
+#define D3D11_SB_EXTENDED_RESOURCE_DIMENSION_MASK 0x000007C0
+#define D3D11_SB_EXTENDED_RESOURCE_DIMENSION_SHIFT 6
+
+// DECODER MACRO: Given an extended resource declaration token,
+// (D3D11_SB_EXTENDED_OPCODE_RESOURCE_DIM), determine the resource dimension
+// (D3D10_SB_RESOURCE_DIMENSION enum)
+#define DECODE_D3D11_SB_EXTENDED_RESOURCE_DIMENSION(OpcodeTokenN) ((D3D10_SB_RESOURCE_DIMENSION)(((OpcodeTokenN)&D3D11_SB_EXTENDED_RESOURCE_DIMENSION_MASK)>>D3D11_SB_EXTENDED_RESOURCE_DIMENSION_SHIFT))
+
+// ENCODER MACRO: Store resource dimension
+// (D3D10_SB_RESOURCE_DIMENSION enum) into a
+// an extended resource declaration token (D3D11_SB_EXTENDED_OPCODE_RESOURCE_DIM)
+#define ENCODE_D3D11_SB_EXTENDED_RESOURCE_DIMENSION(ResourceDim) (((ResourceDim)<<D3D11_SB_EXTENDED_RESOURCE_DIMENSION_SHIFT)&D3D11_SB_EXTENDED_RESOURCE_DIMENSION_MASK)
+
+#define D3D11_SB_EXTENDED_RESOURCE_DIMENSION_STRUCTURE_STRIDE_MASK 0x007FF800
+#define D3D11_SB_EXTENDED_RESOURCE_DIMENSION_STRUCTURE_STRIDE_SHIFT 11
+
+// DECODER MACRO: Given an extended resource declaration token for a structured buffer,
+// (D3D11_SB_EXTENDED_OPCODE_RESOURCE_DIM), determine the structure stride
+// (12-bit unsigned integer)
+#define DECODE_D3D11_SB_EXTENDED_RESOURCE_DIMENSION_STRUCTURE_STRIDE(OpcodeTokenN) (((OpcodeTokenN)&D3D11_SB_EXTENDED_RESOURCE_DIMENSION_STRUCTURE_STRIDE_MASK)>>D3D11_SB_EXTENDED_RESOURCE_DIMENSION_STRUCTURE_STRIDE_SHIFT)
+
+// ENCODER MACRO: Store resource dimension structure stride
+// (12-bit unsigned integer) into a
+// an extended resource declaration token (D3D11_SB_EXTENDED_OPCODE_RESOURCE_DIM)
+#define ENCODE_D3D11_SB_EXTENDED_RESOURCE_DIMENSION_STRUCTURE_STRIDE(Stride) (((Stride)<<D3D11_SB_EXTENDED_RESOURCE_DIMENSION_STRUCTURE_STRIDE_SHIFT)&D3D11_SB_EXTENDED_RESOURCE_DIMENSION_STRUCTURE_STRIDE_MASK)
+
+#define D3D10_SB_RESOURCE_RETURN_TYPE_MASK 0x0000000f
+#define D3D10_SB_RESOURCE_RETURN_TYPE_NUMBITS 0x00000004
+#define D3D11_SB_EXTENDED_RESOURCE_RETURN_TYPE_SHIFT 6
+
+// DECODER MACRO: Get the resource return type for component (0-3) from
+// an extended resource declaration token (D3D11_SB_EXTENDED_OPCODE_RESOURCE_RETURN_TYPE)
+#define DECODE_D3D11_SB_EXTENDED_RESOURCE_RETURN_TYPE(OpcodeTokenN, Component) \
+ ((D3D10_SB_RESOURCE_RETURN_TYPE)(((OpcodeTokenN) >> \
+ (Component * D3D10_SB_RESOURCE_RETURN_TYPE_NUMBITS + D3D11_SB_EXTENDED_RESOURCE_RETURN_TYPE_SHIFT))&D3D10_SB_RESOURCE_RETURN_TYPE_MASK))
+
+// ENCODER MACRO: Generate a resource return type for a component in an extended
+// resource delcaration token (D3D11_SB_EXTENDED_OPCODE_RESOURCE_RETURN_TYPE)
+#define ENCODE_D3D11_SB_EXTENDED_RESOURCE_RETURN_TYPE(ReturnType, Component) \
+ (((ReturnType)&D3D10_SB_RESOURCE_RETURN_TYPE_MASK) << (Component * D3D10_SB_RESOURCE_RETURN_TYPE_NUMBITS + D3D11_SB_EXTENDED_RESOURCE_RETURN_TYPE_SHIFT))
+
+// ----------------------------------------------------------------------------
+// Custom-Data Block Format
+//
+// DWORD 0 (CustomDataDescTok):
+// [10:00] == D3D10_SB_OPCODE_CUSTOMDATA
+// [31:11] == D3D10_SB_CUSTOMDATA_CLASS
+//
+// DWORD 1:
+// 32-bit unsigned integer count of number
+// of DWORDs in custom-data block,
+// including DWORD 0 and DWORD 1.
+// So the minimum value is 0x00000002,
+// meaning empty custom-data.
+//
+// Layout of custom-data contents, for the various meta-data classes,
+// not defined in this file.
+//
+// ----------------------------------------------------------------------------
+
+typedef enum D3D10_SB_CUSTOMDATA_CLASS
+{
+ D3D10_SB_CUSTOMDATA_COMMENT = 0,
+ D3D10_SB_CUSTOMDATA_DEBUGINFO,
+ D3D10_SB_CUSTOMDATA_OPAQUE,
+ D3D10_SB_CUSTOMDATA_DCL_IMMEDIATE_CONSTANT_BUFFER,
+ D3D11_SB_CUSTOMDATA_SHADER_MESSAGE,
+ D3D11_SB_CUSTOMDATA_SHADER_CLIP_PLANE_CONSTANT_MAPPINGS_FOR_DX9,
+} D3D10_SB_CUSTOMDATA_CLASS;
+
+#define D3D10_SB_CUSTOMDATA_CLASS_MASK 0xfffff800
+#define D3D10_SB_CUSTOMDATA_CLASS_SHIFT 11
+// DECODER MACRO: Find out what class of custom-data is present.
+// The contents of the custom-data block are defined
+// for each class of custom-data.
+#define DECODE_D3D10_SB_CUSTOMDATA_CLASS(CustomDataDescTok) ((D3D10_SB_CUSTOMDATA_CLASS)(((CustomDataDescTok)&D3D10_SB_CUSTOMDATA_CLASS_MASK)>>D3D10_SB_CUSTOMDATA_CLASS_SHIFT))
+// ENCODER MACRO: Create complete CustomDataDescTok
+#define ENCODE_D3D10_SB_CUSTOMDATA_CLASS(CustomDataClass) (ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CUSTOMDATA)|(((CustomDataClass)<<D3D10_SB_CUSTOMDATA_CLASS_SHIFT)&D3D10_SB_CUSTOMDATA_CLASS_MASK))
+
+// ----------------------------------------------------------------------------
+// Instruction Operand Format (OperandToken0)
+//
+// [01:00] D3D10_SB_OPERAND_NUM_COMPONENTS
+// [11:02] Component Selection
+// if([01:00] == D3D10_SB_OPERAND_0_COMPONENT)
+// [11:02] = Ignored, 0
+// else if([01:00] == D3D10_SB_OPERAND_1_COMPONENT
+// [11:02] = Ignored, 0
+// else if([01:00] == D3D10_SB_OPERAND_4_COMPONENT
+// {
+// [03:02] = D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE
+// if([03:02] == D3D10_SB_OPERAND_4_COMPONENT_MASK_MODE)
+// {
+// [07:04] = D3D10_SB_OPERAND_4_COMPONENT_MASK
+// [11:08] = Ignored, 0
+// }
+// else if([03:02] == D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_MODE)
+// {
+// [11:04] = D3D10_SB_4_COMPONENT_SWIZZLE
+// }
+// else if([03:02] == D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_MODE)
+// {
+// [05:04] = D3D10_SB_4_COMPONENT_NAME
+// [11:06] = Ignored, 0
+// }
+// }
+// else if([01:00] == D3D10_SB_OPERAND_N_COMPONENT)
+// {
+// Currently not defined.
+// }
+// [19:12] D3D10_SB_OPERAND_TYPE
+// [21:20] D3D10_SB_OPERAND_INDEX_DIMENSION:
+// Number of dimensions in the register
+// file (NOT the # of dimensions in the
+// individual register or memory
+// resource being referenced).
+// [24:22] if( [21:20] >= D3D10_SB_OPERAND_INDEX_1D )
+// D3D10_SB_OPERAND_INDEX_REPRESENTATION for first operand index
+// else
+// Ignored, 0
+// [27:25] if( [21:20] >= D3D10_SB_OPERAND_INDEX_2D )
+// D3D10_SB_OPERAND_INDEX_REPRESENTATION for second operand index
+// else
+// Ignored, 0
+// [30:28] if( [21:20] == D3D10_SB_OPERAND_INDEX_3D )
+// D3D10_SB_OPERAND_INDEX_REPRESENTATION for third operand index
+// else
+// Ignored, 0
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description.
+//
+// ----------------------------------------------------------------------------
+
+// Number of components in data vector referred to by operand.
+typedef enum D3D10_SB_OPERAND_NUM_COMPONENTS
+{
+ D3D10_SB_OPERAND_0_COMPONENT = 0,
+ D3D10_SB_OPERAND_1_COMPONENT = 1,
+ D3D10_SB_OPERAND_4_COMPONENT = 2,
+ D3D10_SB_OPERAND_N_COMPONENT = 3 // unused for now
+} D3D10_SB_OPERAND_NUM_COMPONENTS;
+#define D3D10_SB_OPERAND_NUM_COMPONENTS_MASK 0x00000003
+
+// DECODER MACRO: Extract from OperandToken0 how many components
+// the data vector referred to by the operand contains.
+// (D3D10_SB_OPERAND_NUM_COMPONENTS enum)
+#define DECODE_D3D10_SB_OPERAND_NUM_COMPONENTS(OperandToken0) ((D3D10_SB_OPERAND_NUM_COMPONENTS)((OperandToken0)&D3D10_SB_OPERAND_NUM_COMPONENTS_MASK))
+
+// ENCODER MACRO: Define in OperandToken0 how many components
+// the data vector referred to by the operand contains.
+// (D3D10_SB_OPERAND_NUM_COMPONENTS enum).
+#define ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(NumComp) ((NumComp)&D3D10_SB_OPERAND_NUM_COMPONENTS_MASK)
+
+typedef enum D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE
+{
+ D3D10_SB_OPERAND_4_COMPONENT_MASK_MODE = 0, // mask 4 components
+ D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_MODE = 1, // swizzle 4 components
+ D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_MODE = 2, // select 1 of 4 components
+} D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE;
+
+#define D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE_MASK 0x0000000c
+#define D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE_SHIFT 2
+
+// DECODER MACRO: For an operand representing 4component data,
+// extract from OperandToken0 the method for selecting data from
+// the 4 components (D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE).
+#define DECODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE(OperandToken0) ((D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE)(((OperandToken0)&D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE_MASK)>>D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE_SHIFT))
+
+// ENCODER MACRO: For an operand representing 4component data,
+// encode in OperandToken0 a value from D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE
+#define ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE(SelectionMode) (((SelectionMode)<<D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE_SHIFT)&D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE_MASK)
+
+typedef enum D3D10_SB_4_COMPONENT_NAME
+{
+ D3D10_SB_4_COMPONENT_X = 0,
+ D3D10_SB_4_COMPONENT_Y = 1,
+ D3D10_SB_4_COMPONENT_Z = 2,
+ D3D10_SB_4_COMPONENT_W = 3,
+ D3D10_SB_4_COMPONENT_R = 0,
+ D3D10_SB_4_COMPONENT_G = 1,
+ D3D10_SB_4_COMPONENT_B = 2,
+ D3D10_SB_4_COMPONENT_A = 3
+} D3D10_SB_4_COMPONENT_NAME;
+#define D3D10_SB_4_COMPONENT_NAME_MASK 3
+
+// MACROS FOR USE IN D3D10_SB_OPERAND_4_COMPONENT_MASK_MODE:
+
+#define D3D10_SB_OPERAND_4_COMPONENT_MASK_MASK 0x000000f0
+#define D3D10_SB_OPERAND_4_COMPONENT_MASK_SHIFT 4
+#define D3D10_SB_OPERAND_4_COMPONENT_MASK_X 0x00000010
+#define D3D10_SB_OPERAND_4_COMPONENT_MASK_Y 0x00000020
+#define D3D10_SB_OPERAND_4_COMPONENT_MASK_Z 0x00000040
+#define D3D10_SB_OPERAND_4_COMPONENT_MASK_W 0x00000080
+#define D3D10_SB_OPERAND_4_COMPONENT_MASK_R D3D10_SB_OPERAND_4_COMPONENT_MASK_X
+#define D3D10_SB_OPERAND_4_COMPONENT_MASK_G D3D10_SB_OPERAND_4_COMPONENT_MASK_Y
+#define D3D10_SB_OPERAND_4_COMPONENT_MASK_B D3D10_SB_OPERAND_4_COMPONENT_MASK_Z
+#define D3D10_SB_OPERAND_4_COMPONENT_MASK_A D3D10_SB_OPERAND_4_COMPONENT_MASK_W
+#define D3D10_SB_OPERAND_4_COMPONENT_MASK_ALL D3D10_SB_OPERAND_4_COMPONENT_MASK_MASK
+
+// DECODER MACRO: When 4 component selection mode is
+// D3D10_SB_OPERAND_4_COMPONENT_MASK_MODE, this macro
+// extracts from OperandToken0 the 4 component (xyzw) mask,
+// as a field of D3D10_SB_OPERAND_4_COMPONENT_MASK_[X|Y|Z|W] flags.
+// Alternatively, the D3D10_SB_OPERAND_4_COMPONENT_MASK_[X|Y|Z|W] masks
+// can be tested on OperandToken0 directly, without this macro.
+#define DECODE_D3D10_SB_OPERAND_4_COMPONENT_MASK(OperandToken0) ((OperandToken0)&D3D10_SB_OPERAND_4_COMPONENT_MASK_MASK)
+
+// ENCODER MACRO: Given a set of
+// D3D10_SB_OPERAND_4_COMPONENT_MASK_[X|Y|Z|W] values
+// or'd together, encode them in OperandToken0.
+#define ENCODE_D3D10_SB_OPERAND_4_COMPONENT_MASK(ComponentMask) ((ComponentMask)&D3D10_SB_OPERAND_4_COMPONENT_MASK_MASK)
+
+// ENCODER/DECODER MACRO: Given a D3D10_SB_4_COMPONENT_NAME,
+// generate the 4-component mask for it.
+// This can be used in loops that build masks or read masks.
+// Alternatively, the D3D10_SB_OPERAND_4_COMPONENT_MASK_[X|Y|Z|W] masks
+// can be used directly, without this macro.
+#define D3D10_SB_OPERAND_4_COMPONENT_MASK(ComponentName) ((1<<(D3D10_SB_OPERAND_4_COMPONENT_MASK_SHIFT+ComponentName))&D3D10_SB_OPERAND_4_COMPONENT_MASK_MASK)
+
+// MACROS FOR USE IN D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_MODE:
+
+#define D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_MASK 0x00000ff0
+#define D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_SHIFT 4
+
+// DECODER MACRO: When 4 component selection mode is
+// D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_MODE, this macro
+// extracts from OperandToken0 the 4 component swizzle,
+// as a field of D3D10_SB_OPERAND_4_COMPONENT_MASK_[X|Y|Z|W] flags.
+#define DECODE_D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE(OperandToken0) ((OperandToken0)&D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_MASK)
+
+// DECODER MACRO: Pass a D3D10_SB_4_COMPONENT_NAME as "DestComp" in following
+// macro to extract, from OperandToken0 or from a decoded swizzle,
+// the swizzle source component (D3D10_SB_4_COMPONENT_NAME enum):
+#define DECODE_D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_SOURCE(OperandToken0,DestComp) ((D3D10_SB_4_COMPONENT_NAME)(((OperandToken0)>>(D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_SHIFT+2*((DestComp)&D3D10_SB_4_COMPONENT_NAME_MASK)))&D3D10_SB_4_COMPONENT_NAME_MASK))
+
+// ENCODER MACRO: Generate a 4 component swizzle given
+// 4 D3D10_SB_4_COMPONENT_NAME source values for dest
+// components x, y, z, w respectively.
+#define ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE(XSrc,YSrc,ZSrc,WSrc) ((((XSrc)&D3D10_SB_4_COMPONENT_NAME_MASK)| \
+ (((YSrc)&D3D10_SB_4_COMPONENT_NAME_MASK)<<2)| \
+ (((ZSrc)&D3D10_SB_4_COMPONENT_NAME_MASK)<<4)| \
+ (((WSrc)&D3D10_SB_4_COMPONENT_NAME_MASK)<<6) \
+ )<<D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_SHIFT)
+
+// ENCODER/DECODER MACROS: Various common swizzle patterns
+// (noswizzle and replicate of each channels)
+#define D3D10_SB_OPERAND_4_COMPONENT_NOSWIZZLE ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE(D3D10_SB_4_COMPONENT_X,\
+ D3D10_SB_4_COMPONENT_Y,\
+ D3D10_SB_4_COMPONENT_Z,\
+ D3D10_SB_4_COMPONENT_W)
+
+#define D3D10_SB_OPERAND_4_COMPONENT_REPLICATEX ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE(D3D10_SB_4_COMPONENT_X,\
+ D3D10_SB_4_COMPONENT_X,\
+ D3D10_SB_4_COMPONENT_X,\
+ D3D10_SB_4_COMPONENT_X)
+
+#define D3D10_SB_OPERAND_4_COMPONENT_REPLICATEY ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE(D3D10_SB_4_COMPONENT_Y,\
+ D3D10_SB_4_COMPONENT_Y,\
+ D3D10_SB_4_COMPONENT_Y,\
+ D3D10_SB_4_COMPONENT_Y)
+
+#define D3D10_SB_OPERAND_4_COMPONENT_REPLICATEZ ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE(D3D10_SB_4_COMPONENT_Z,\
+ D3D10_SB_4_COMPONENT_Z,\
+ D3D10_SB_4_COMPONENT_Z,\
+ D3D10_SB_4_COMPONENT_Z)
+
+#define D3D10_SB_OPERAND_4_COMPONENT_REPLICATEW ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE(D3D10_SB_4_COMPONENT_W,\
+ D3D10_SB_4_COMPONENT_W,\
+ D3D10_SB_4_COMPONENT_W,\
+ D3D10_SB_4_COMPONENT_W)
+
+#define D3D10_SB_OPERAND_4_COMPONENT_REPLICATERED D3D10_SB_OPERAND_4_COMPONENT_REPLICATEX
+#define D3D10_SB_OPERAND_4_COMPONENT_REPLICATEGREEN D3D10_SB_OPERAND_4_COMPONENT_REPLICATEY
+#define D3D10_SB_OPERAND_4_COMPONENT_REPLICATEBLUE D3D10_SB_OPERAND_4_COMPONENT_REPLICATEZ
+#define D3D10_SB_OPERAND_4_COMPONENT_REPLICATEALPHA D3D10_SB_OPERAND_4_COMPONENT_REPLICATEW
+
+// MACROS FOR USE IN D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_MODE:
+#define D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_MASK 0x00000030
+#define D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_SHIFT 4
+
+// DECODER MACRO: When 4 component selection mode is
+// D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_MODE, this macro
+// extracts from OperandToken0 a D3D10_SB_4_COMPONENT_NAME
+// which picks one of the 4 components.
+#define DECODE_D3D10_SB_OPERAND_4_COMPONENT_SELECT_1(OperandToken0) ((D3D10_SB_4_COMPONENT_NAME)(((OperandToken0)&D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_MASK)>>D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_SHIFT))
+
+// ENCODER MACRO: Given a D3D10_SB_4_COMPONENT_NAME selecting
+// a single component for D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_MODE,
+// encode it into OperandToken0
+#define ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECT_1(SelectedComp) (((SelectedComp)<<D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_SHIFT)&D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_MASK)
+
+// MACROS FOR DETERMINING OPERAND TYPE:
+
+typedef enum D3D10_SB_OPERAND_TYPE
+{
+ D3D10_SB_OPERAND_TYPE_TEMP = 0, // Temporary Register File
+ D3D10_SB_OPERAND_TYPE_INPUT = 1, // General Input Register File
+ D3D10_SB_OPERAND_TYPE_OUTPUT = 2, // General Output Register File
+ D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP = 3, // Temporary Register File (indexable)
+ D3D10_SB_OPERAND_TYPE_IMMEDIATE32 = 4, // 32bit/component immediate value(s)
+ // If for example, operand token bits
+ // [01:00]==D3D10_SB_OPERAND_4_COMPONENT,
+ // this means that the operand type:
+ // D3D10_SB_OPERAND_TYPE_IMMEDIATE32
+ // results in 4 additional 32bit
+ // DWORDS present for the operand.
+ D3D10_SB_OPERAND_TYPE_IMMEDIATE64 = 5, // 64bit/comp.imm.val(s)HI:LO
+ D3D10_SB_OPERAND_TYPE_SAMPLER = 6, // Reference to sampler state
+ D3D10_SB_OPERAND_TYPE_RESOURCE = 7, // Reference to memory resource (e.g. texture)
+ D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER= 8, // Reference to constant buffer
+ D3D10_SB_OPERAND_TYPE_IMMEDIATE_CONSTANT_BUFFER= 9, // Reference to immediate constant buffer
+ D3D10_SB_OPERAND_TYPE_LABEL = 10, // Label
+ D3D10_SB_OPERAND_TYPE_INPUT_PRIMITIVEID = 11, // Input primitive ID
+ D3D10_SB_OPERAND_TYPE_OUTPUT_DEPTH = 12, // Output Depth
+ D3D10_SB_OPERAND_TYPE_NULL = 13, // Null register, used to discard results of operations
+ // Below Are operands new in DX 10.1
+ D3D10_SB_OPERAND_TYPE_RASTERIZER = 14, // DX10.1 Rasterizer register, used to denote the depth/stencil and render target resources
+ D3D10_SB_OPERAND_TYPE_OUTPUT_COVERAGE_MASK = 15, // DX10.1 PS output MSAA coverage mask (scalar)
+ // Below Are operands new in DX 11
+ D3D11_SB_OPERAND_TYPE_STREAM = 16, // Reference to GS stream output resource
+ D3D11_SB_OPERAND_TYPE_FUNCTION_BODY = 17, // Reference to a function definition
+ D3D11_SB_OPERAND_TYPE_FUNCTION_TABLE = 18, // Reference to a set of functions used by a class
+ D3D11_SB_OPERAND_TYPE_INTERFACE = 19, // Reference to an interface
+ D3D11_SB_OPERAND_TYPE_FUNCTION_INPUT = 20, // Reference to an input parameter to a function
+ D3D11_SB_OPERAND_TYPE_FUNCTION_OUTPUT = 21, // Reference to an output parameter to a function
+ D3D11_SB_OPERAND_TYPE_OUTPUT_CONTROL_POINT_ID = 22, // HS Control Point phase input saying which output control point ID this is
+ D3D11_SB_OPERAND_TYPE_INPUT_FORK_INSTANCE_ID = 23, // HS Fork Phase input instance ID
+ D3D11_SB_OPERAND_TYPE_INPUT_JOIN_INSTANCE_ID = 24, // HS Join Phase input instance ID
+ D3D11_SB_OPERAND_TYPE_INPUT_CONTROL_POINT = 25, // HS Fork+Join, DS phase input control points (array of them)
+ D3D11_SB_OPERAND_TYPE_OUTPUT_CONTROL_POINT = 26, // HS Fork+Join phase output control points (array of them)
+ D3D11_SB_OPERAND_TYPE_INPUT_PATCH_CONSTANT = 27, // DS+HSJoin Input Patch Constants (array of them)
+ D3D11_SB_OPERAND_TYPE_INPUT_DOMAIN_POINT = 28, // DS Input Domain point
+ D3D11_SB_OPERAND_TYPE_THIS_POINTER = 29, // Reference to an interface this pointer
+ D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW = 30, // Reference to UAV u#
+ D3D11_SB_OPERAND_TYPE_THREAD_GROUP_SHARED_MEMORY = 31, // Reference to Thread Group Shared Memory g#
+ D3D11_SB_OPERAND_TYPE_INPUT_THREAD_ID = 32, // Compute Shader Thread ID
+ D3D11_SB_OPERAND_TYPE_INPUT_THREAD_GROUP_ID = 33, // Compute Shader Thread Group ID
+ D3D11_SB_OPERAND_TYPE_INPUT_THREAD_ID_IN_GROUP = 34, // Compute Shader Thread ID In Thread Group
+ D3D11_SB_OPERAND_TYPE_INPUT_COVERAGE_MASK = 35, // Pixel shader coverage mask input
+ D3D11_SB_OPERAND_TYPE_INPUT_THREAD_ID_IN_GROUP_FLATTENED = 36, // Compute Shader Thread ID In Group Flattened to a 1D value.
+ D3D11_SB_OPERAND_TYPE_INPUT_GS_INSTANCE_ID = 37, // Input GS instance ID
+ D3D11_SB_OPERAND_TYPE_OUTPUT_DEPTH_GREATER_EQUAL = 38, // Output Depth, forced to be greater than or equal than current depth
+ D3D11_SB_OPERAND_TYPE_OUTPUT_DEPTH_LESS_EQUAL = 39, // Output Depth, forced to be less than or equal to current depth
+ D3D11_SB_OPERAND_TYPE_CYCLE_COUNTER = 40, // Cycle counter
+ D3D11_SB_OPERAND_TYPE_OUTPUT_STENCIL_REF = 41, // DX11 PS output stencil reference (scalar)
+ D3D11_SB_OPERAND_TYPE_INNER_COVERAGE = 42, // DX11 PS input inner coverage (scalar)
+} D3D10_SB_OPERAND_TYPE;
+
+#define D3D10_SB_OPERAND_TYPE_MASK 0x000ff000
+#define D3D10_SB_OPERAND_TYPE_SHIFT 12
+
+// DECODER MACRO: Determine operand type from OperandToken0.
+#define DECODE_D3D10_SB_OPERAND_TYPE(OperandToken0) ((D3D10_SB_OPERAND_TYPE)(((OperandToken0)&D3D10_SB_OPERAND_TYPE_MASK)>>D3D10_SB_OPERAND_TYPE_SHIFT))
+
+// ENCODER MACRO: Store operand type in OperandToken0.
+#define ENCODE_D3D10_SB_OPERAND_TYPE(OperandType) (((OperandType)<<D3D10_SB_OPERAND_TYPE_SHIFT)&D3D10_SB_OPERAND_TYPE_MASK)
+
+typedef enum D3D10_SB_OPERAND_INDEX_DIMENSION
+{
+ D3D10_SB_OPERAND_INDEX_0D = 0, // e.g. Position
+ D3D10_SB_OPERAND_INDEX_1D = 1, // Most common. e.g. Temp registers.
+ D3D10_SB_OPERAND_INDEX_2D = 2, // e.g. Geometry Program Input registers.
+ D3D10_SB_OPERAND_INDEX_3D = 3, // 3D rarely if ever used.
+} D3D10_SB_OPERAND_INDEX_DIMENSION;
+#define D3D10_SB_OPERAND_INDEX_DIMENSION_MASK 0x00300000
+#define D3D10_SB_OPERAND_INDEX_DIMENSION_SHIFT 20
+
+// DECODER MACRO: Determine operand index dimension from OperandToken0.
+#define DECODE_D3D10_SB_OPERAND_INDEX_DIMENSION(OperandToken0) ((D3D10_SB_OPERAND_INDEX_DIMENSION)(((OperandToken0)&D3D10_SB_OPERAND_INDEX_DIMENSION_MASK)>>D3D10_SB_OPERAND_INDEX_DIMENSION_SHIFT))
+
+// ENCODER MACRO: Store operand index dimension
+// (D3D10_SB_OPERAND_INDEX_DIMENSION enum) in OperandToken0.
+#define ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(OperandIndexDim) (((OperandIndexDim)<<D3D10_SB_OPERAND_INDEX_DIMENSION_SHIFT)&D3D10_SB_OPERAND_INDEX_DIMENSION_MASK)
+
+typedef enum D3D10_SB_OPERAND_INDEX_REPRESENTATION
+{
+ D3D10_SB_OPERAND_INDEX_IMMEDIATE32 = 0, // Extra DWORD
+ D3D10_SB_OPERAND_INDEX_IMMEDIATE64 = 1, // 2 Extra DWORDs
+ // (HI32:LO32)
+ D3D10_SB_OPERAND_INDEX_RELATIVE = 2, // Extra operand
+ D3D10_SB_OPERAND_INDEX_IMMEDIATE32_PLUS_RELATIVE = 3, // Extra DWORD followed by
+ // extra operand
+ D3D10_SB_OPERAND_INDEX_IMMEDIATE64_PLUS_RELATIVE = 4, // 2 Extra DWORDS
+ // (HI32:LO32) followed
+ // by extra operand
+} D3D10_SB_OPERAND_INDEX_REPRESENTATION;
+#define D3D10_SB_OPERAND_INDEX_REPRESENTATION_SHIFT(Dim) (22+3*((Dim)&3))
+#define D3D10_SB_OPERAND_INDEX_REPRESENTATION_MASK(Dim) (0x3<<D3D10_SB_OPERAND_INDEX_REPRESENTATION_SHIFT(Dim))
+
+// DECODER MACRO: Determine from OperandToken0 what representation
+// an operand index is provided as (D3D10_SB_OPERAND_INDEX_REPRESENTATION enum),
+// for index dimension [0], [1] or [2], depending on D3D10_SB_OPERAND_INDEX_DIMENSION.
+#define DECODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(Dim,OperandToken0) ((D3D10_SB_OPERAND_INDEX_REPRESENTATION)(((OperandToken0)&D3D10_SB_OPERAND_INDEX_REPRESENTATION_MASK(Dim))>>D3D10_SB_OPERAND_INDEX_REPRESENTATION_SHIFT(Dim)))
+
+// ENCODER MACRO: Store in OperandToken0 what representation
+// an operand index is provided as (D3D10_SB_OPERAND_INDEX_REPRESENTATION enum),
+// for index dimension [0], [1] or [2], depending on D3D10_SB_OPERAND_INDEX_DIMENSION.
+#define ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(Dim,IndexRepresentation) (((IndexRepresentation)<<D3D10_SB_OPERAND_INDEX_REPRESENTATION_SHIFT(Dim))&D3D10_SB_OPERAND_INDEX_REPRESENTATION_MASK(Dim))
+
+#define D3D10_SB_OPERAND_EXTENDED_MASK 0x80000000
+#define D3D10_SB_OPERAND_EXTENDED_SHIFT 31
+
+// DECODER MACRO: Determine if the operand is extended
+// by an additional opcode token.
+#define DECODE_IS_D3D10_SB_OPERAND_EXTENDED(OperandToken0) (((OperandToken0)&D3D10_SB_OPERAND_EXTENDED_MASK)>>D3D10_SB_OPERAND_EXTENDED_SHIFT)
+
+// ENCODER MACRO: Store in OperandToken0 whether the operand is extended
+// by an additional operand token.
+#define ENCODE_D3D10_SB_OPERAND_EXTENDED(bExtended) (((bExtended)!=0)?D3D10_SB_OPERAND_EXTENDED_MASK:0)
+
+// ----------------------------------------------------------------------------
+// Extended Instruction Operand Format (OperandToken1)
+//
+// If bit31 of an operand token is set, the
+// operand has additional data in a second DWORD
+// directly following OperandToken0. Other tokens
+// expected for the operand, such as immmediate
+// values or relative address operands (full
+// operands in themselves) always follow
+// OperandToken0 AND OperandToken1..n (extended
+// operand tokens, if present).
+//
+// [05:00] D3D10_SB_EXTENDED_OPERAND_TYPE
+// [16:06] if([05:00] == D3D10_SB_EXTENDED_OPERAND_MODIFIER)
+// {
+// [13:06] D3D10_SB_OPERAND_MODIFIER
+// [16:14] Min Precision: D3D11_SB_OPERAND_MIN_PRECISION
+// [17:17] Non-uniform: D3D12_SB_OPERAND_NON_UNIFORM
+// }
+// else
+// {
+// [17:06] Ignored, 0.
+// }
+// [30:18] Ignored, 0.
+// [31] 0 normally. 1 if second order extended operand definition,
+// meaning next DWORD contains yet ANOTHER extended operand
+// description. Currently no second order extensions defined.
+// This would be useful if a particular extended operand does
+// not have enough space to store the required information in
+// a single token and so is extended further.
+//
+// ----------------------------------------------------------------------------
+
+typedef enum D3D10_SB_EXTENDED_OPERAND_TYPE
+{
+ D3D10_SB_EXTENDED_OPERAND_EMPTY = 0, // Might be used if this
+ // enum is full and
+ // further extended opcode
+ // is needed.
+ D3D10_SB_EXTENDED_OPERAND_MODIFIER = 1,
+} D3D10_SB_EXTENDED_OPERAND_TYPE;
+#define D3D10_SB_EXTENDED_OPERAND_TYPE_MASK 0x0000003f
+
+// DECODER MACRO: Given an extended operand
+// token (OperandToken1), figure out what type
+// of token it is (from D3D10_SB_EXTENDED_OPERAND_TYPE enum)
+// to be able to interpret the rest of the token's contents.
+#define DECODE_D3D10_SB_EXTENDED_OPERAND_TYPE(OperandToken1) ((D3D10_SB_EXTENDED_OPERAND_TYPE)((OperandToken1)&D3D10_SB_EXTENDED_OPERAND_TYPE_MASK))
+
+// ENCODER MACRO: Store extended operand token
+// type in OperandToken1.
+#define ENCODE_D3D10_SB_EXTENDED_OPERAND_TYPE(ExtOperandType) ((ExtOperandType)&D3D10_SB_EXTENDED_OPERAND_TYPE_MASK)
+
+typedef enum D3D10_SB_OPERAND_MODIFIER
+{
+ D3D10_SB_OPERAND_MODIFIER_NONE = 0, // Nop. This is the implied
+ // default if the extended
+ // operand is not present for
+ // an operand for which source
+ // modifiers are meaningful
+ D3D10_SB_OPERAND_MODIFIER_NEG = 1, // Negate
+ D3D10_SB_OPERAND_MODIFIER_ABS = 2, // Absolute value, abs()
+ D3D10_SB_OPERAND_MODIFIER_ABSNEG = 3, // -abs()
+} D3D10_SB_OPERAND_MODIFIER;
+#define D3D10_SB_OPERAND_MODIFIER_MASK 0x00003fc0
+#define D3D10_SB_OPERAND_MODIFIER_SHIFT 6
+
+// DECODER MACRO: Given a D3D10_SB_EXTENDED_OPERAND_MODIFIER
+// extended token (OperandToken1), determine the source modifier
+// (D3D10_SB_OPERAND_MODIFIER enum)
+#define DECODE_D3D10_SB_OPERAND_MODIFIER(OperandToken1) ((D3D10_SB_OPERAND_MODIFIER)(((OperandToken1)&D3D10_SB_OPERAND_MODIFIER_MASK)>>D3D10_SB_OPERAND_MODIFIER_SHIFT))
+
+// ENCODER MACRO: Generate a complete source modifier extended token
+// (OperandToken1), given D3D10_SB_OPERAND_MODIFIER enum (the
+// ext. operand type is also set to D3D10_SB_EXTENDED_OPERAND_MODIFIER).
+#define ENCODE_D3D10_SB_EXTENDED_OPERAND_MODIFIER(SourceMod) ((((SourceMod)<<D3D10_SB_OPERAND_MODIFIER_SHIFT)&D3D10_SB_OPERAND_MODIFIER_MASK)| \
+ ENCODE_D3D10_SB_EXTENDED_OPERAND_TYPE(D3D10_SB_EXTENDED_OPERAND_MODIFIER) | \
+ ENCODE_D3D10_SB_OPERAND_DOUBLE_EXTENDED(0))
+
+// Min precision specifier for source/dest operands. This
+// fits in the extended operand token field. Implementations are free to
+// execute at higher precision than the min - details spec'ed elsewhere.
+// This is part of the opcode specific control range.
+typedef enum D3D11_SB_OPERAND_MIN_PRECISION
+{
+ D3D11_SB_OPERAND_MIN_PRECISION_DEFAULT = 0, // Default precision
+ // for the shader model
+ D3D11_SB_OPERAND_MIN_PRECISION_FLOAT_16 = 1, // Min 16 bit/component float
+ D3D11_SB_OPERAND_MIN_PRECISION_FLOAT_2_8 = 2, // Min 10(2.8)bit/comp. float
+ D3D11_SB_OPERAND_MIN_PRECISION_SINT_16 = 4, // Min 16 bit/comp. signed integer
+ D3D11_SB_OPERAND_MIN_PRECISION_UINT_16 = 5, // Min 16 bit/comp. unsigned integer
+} D3D11_SB_OPERAND_MIN_PRECISION;
+#define D3D11_SB_OPERAND_MIN_PRECISION_MASK 0x0001C000
+#define D3D11_SB_OPERAND_MIN_PRECISION_SHIFT 14
+
+// DECODER MACRO: For an OperandToken1 that can specify
+// a minimum precision for execution, find out what it is.
+#define DECODE_D3D11_SB_OPERAND_MIN_PRECISION(OperandToken1) ((D3D11_SB_OPERAND_MIN_PRECISION)(((OperandToken1)& D3D11_SB_OPERAND_MIN_PRECISION_MASK)>> D3D11_SB_OPERAND_MIN_PRECISION_SHIFT))
+
+// ENCODER MACRO: Encode minimum precision for execution
+// into the extended operand token, OperandToken1
+#define ENCODE_D3D11_SB_OPERAND_MIN_PRECISION(MinPrecision) (((MinPrecision)<< D3D11_SB_OPERAND_MIN_PRECISION_SHIFT)& D3D11_SB_OPERAND_MIN_PRECISION_MASK)
+
+
+// Non-uniform extended operand modifier.
+#define D3D12_SB_OPERAND_NON_UNIFORM_MASK 0x00020000
+#define D3D12_SB_OPERAND_NON_UNIFORM_SHIFT 17
+
+// DECODER MACRO: For an OperandToken1 that can specify a non-uniform operand
+#define DECODE_D3D12_SB_OPERAND_NON_UNIFORM(OperandToken1) (((OperandToken1)& D3D12_SB_OPERAND_NON_UNIFORM_MASK)>> D3D12_SB_OPERAND_NON_UNIFORM_SHIFT)
+
+// ENCODER MACRO: Encode non-uniform state into the extended operand token, OperandToken1
+#define ENCODE_D3D12_SB_OPERAND_NON_UNIFORM(NonUniform) (((NonUniform)<< D3D12_SB_OPERAND_NON_UNIFORM_SHIFT)& D3D12_SB_OPERAND_NON_UNIFORM_MASK)
+
+
+#define D3D10_SB_OPERAND_DOUBLE_EXTENDED_MASK 0x80000000
+#define D3D10_SB_OPERAND_DOUBLE_EXTENDED_SHIFT 31
+// DECODER MACRO: Determine if an extended operand token
+// (OperandToken1) is further extended by yet another token
+// (OperandToken2). Currently there are no secondary
+// extended operand tokens.
+#define DECODE_IS_D3D10_SB_OPERAND_DOUBLE_EXTENDED(OperandToken1) (((OperandToken1)&D3D10_SB_OPERAND_DOUBLE_EXTENDED_MASK)>>D3D10_SB_OPERAND_DOUBLE_EXTENDED_SHIFT)
+
+// ENCODER MACRO: Store in OperandToken1 whether the operand is extended
+// by an additional operand token. Currently there are no secondary
+// extended operand tokens.
+#define ENCODE_D3D10_SB_OPERAND_DOUBLE_EXTENDED(bExtended) (((bExtended)!=0)?D3D10_SB_OPERAND_DOUBLE_EXTENDED_MASK:0)
+
+// ----------------------------------------------------------------------------
+// Name Token (NameToken) (used in declaration statements)
+//
+// [15:00] D3D10_SB_NAME enumeration
+// [31:16] Reserved, 0
+//
+// ----------------------------------------------------------------------------
+#define D3D10_SB_NAME_MASK 0x0000ffff
+
+// DECODER MACRO: Get the name from NameToken
+#define DECODE_D3D10_SB_NAME(NameToken) ((D3D10_SB_NAME)((NameToken)&D3D10_SB_NAME_MASK))
+
+// ENCODER MACRO: Generate a complete NameToken given a D3D10_SB_NAME
+#define ENCODE_D3D10_SB_NAME(Name) ((Name)&D3D10_SB_NAME_MASK)
+
+//---------------------------------------------------------------------
+// Declaration Statements
+//
+// Declarations start with a standard opcode token,
+// having opcode type being D3D10_SB_OPCODE_DCL*.
+// Each particular declaration type has custom
+// operand token(s), described below.
+//---------------------------------------------------------------------
+
+// ----------------------------------------------------------------------------
+// Global Flags Declaration
+//
+// OpcodeToken0:
+//
+// [10:00] D3D10_SB_OPCODE_DCL_GLOBAL_FLAGS
+// [11:11] Refactoring allowed if bit set.
+// [12:12] Enable double precision float ops.
+// [13:13] Force early depth-stencil test.
+// [14:14] Enable RAW and structured buffers in non-CS 4.x shaders.
+// [15:15] Skip optimizations of shader IL when translating to native code
+// [16:16] Enable minimum-precision data types
+// [17:17] Enable 11.1 double-precision floating-point instruction extensions
+// [18:18] Enable 11.1 non-double instruction extensions
+// [23:19] Reserved for future flags.
+// [30:24] Instruction length in DWORDs including the opcode token. == 1
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// OpcodeToken0 is followed by no operands.
+//
+// ----------------------------------------------------------------------------
+#define D3D10_SB_GLOBAL_FLAG_REFACTORING_ALLOWED (1<<11)
+#define D3D11_SB_GLOBAL_FLAG_ENABLE_DOUBLE_PRECISION_FLOAT_OPS (1<<12)
+#define D3D11_SB_GLOBAL_FLAG_FORCE_EARLY_DEPTH_STENCIL (1<<13)
+#define D3D11_SB_GLOBAL_FLAG_ENABLE_RAW_AND_STRUCTURED_BUFFERS (1<<14)
+#define D3D11_1_SB_GLOBAL_FLAG_SKIP_OPTIMIZATION (1<<15)
+#define D3D11_1_SB_GLOBAL_FLAG_ENABLE_MINIMUM_PRECISION (1<<16)
+#define D3D11_1_SB_GLOBAL_FLAG_ENABLE_DOUBLE_EXTENSIONS (1<<17)
+#define D3D11_1_SB_GLOBAL_FLAG_ENABLE_SHADER_EXTENSIONS (1<<18)
+#define D3D12_SB_GLOBAL_FLAG_ALL_RESOURCES_BOUND (1<<19)
+
+#define D3D10_SB_GLOBAL_FLAGS_MASK 0x00fff800
+
+// DECODER MACRO: Get global flags
+#define DECODE_D3D10_SB_GLOBAL_FLAGS(OpcodeToken0) ((OpcodeToken0)&D3D10_SB_GLOBAL_FLAGS_MASK)
+
+// ENCODER MACRO: Encode global flags
+#define ENCODE_D3D10_SB_GLOBAL_FLAGS(Flags) ((Flags)&D3D10_SB_GLOBAL_FLAGS_MASK)
+
+// ----------------------------------------------------------------------------
+// Resource Declaration (non multisampled)
+//
+// OpcodeToken0:
+//
+// [10:00] D3D10_SB_OPCODE_DCL_RESOURCE
+// [15:11] D3D10_SB_RESOURCE_DIMENSION
+// [23:16] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// OpcodeToken0 is followed by 2 operands on Shader Models 4.0 through 5.0:
+// (1) an operand, starting with OperandToken0, defining which
+// t# register (D3D10_SB_OPERAND_TYPE_RESOURCE) is being declared.
+// (2) a Resource Return Type token (ResourceReturnTypeToken)
+//
+// OpcodeToken0 is followed by 3 operands on Shader Model 5.1 and later:
+// (1) an operand, starting with OperandToken0, defining which
+// t# register (D3D10_SB_OPERAND_TYPE_RESOURCE) is being declared.
+// The indexing dimension for the register must be D3D10_SB_OPERAND_INDEX_DIMENSION_3D,
+// and the meaning of the index dimensions are as follows: (t<id>[<lbound>:<ubound>])
+// 1 <id>: variable ID being declared
+// 2 <lbound>: the lower bound of the range of resources in the space
+// 3 <ubound>: the upper bound (inclusive) of this range
+// As opposed to when the t# is used in shader instructions, where the register
+// must be D3D10_SB_OPERAND_INDEX_DIMENSION_2D, and the meaning of the index
+// dimensions are as follows: (t<id>[<idx>]):
+// 1 <id>: variable ID being used (matches dcl)
+// 2 <idx>: absolute index of resource within space (may be dynamically indexed)
+// (2) a Resource Return Type token (ResourceReturnTypeToken)
+// (3) a DWORD indicating the space index.
+//
+// ----------------------------------------------------------------------------
+#define D3D10_SB_RESOURCE_DIMENSION_MASK 0x0000F800
+#define D3D10_SB_RESOURCE_DIMENSION_SHIFT 11
+
+// DECODER MACRO: Given a resource declaration token,
+// (OpcodeToken0), determine the resource dimension
+// (D3D10_SB_RESOURCE_DIMENSION enum)
+#define DECODE_D3D10_SB_RESOURCE_DIMENSION(OpcodeToken0) ((D3D10_SB_RESOURCE_DIMENSION)(((OpcodeToken0)&D3D10_SB_RESOURCE_DIMENSION_MASK)>>D3D10_SB_RESOURCE_DIMENSION_SHIFT))
+
+// ENCODER MACRO: Store resource dimension
+// (D3D10_SB_RESOURCE_DIMENSION enum) into a
+// a resource declaration token (OpcodeToken0)
+#define ENCODE_D3D10_SB_RESOURCE_DIMENSION(ResourceDim) (((ResourceDim)<<D3D10_SB_RESOURCE_DIMENSION_SHIFT)&D3D10_SB_RESOURCE_DIMENSION_MASK)
+
+// ----------------------------------------------------------------------------
+// Resource Declaration (multisampled)
+//
+// OpcodeToken0:
+//
+// [10:00] D3D10_SB_OPCODE_DCL_RESOURCE (same opcode as non-multisampled case)
+// [15:11] D3D10_SB_RESOURCE_DIMENSION (must be TEXTURE2DMS or TEXTURE2DMSARRAY)
+// [22:16] Sample count 1...127. 0 is currently disallowed, though
+// in future versions 0 could mean "configurable" sample count
+// [23:23] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// OpcodeToken0 is followed by 2 operands on Shader Models 4.0 through 5.0:
+// (1) an operand, starting with OperandToken0, defining which
+// t# register (D3D10_SB_OPERAND_TYPE_RESOURCE) is being declared.
+// (2) a Resource Return Type token (ResourceReturnTypeToken)
+//
+// OpcodeToken0 is followed by 3 operands on Shader Model 5.1 and later:
+// (1) an operand, starting with OperandToken0, defining which
+// t# register (D3D10_SB_OPERAND_TYPE_RESOURCE) is being declared.
+// The indexing dimension for the register must be D3D10_SB_OPERAND_INDEX_DIMENSION_3D,
+// and the meaning of the index dimensions are as follows: (t<id>[<lbound>:<ubound>])
+// 1 <id>: variable ID being declared
+// 2 <lbound>: the lower bound of the range of resources in the space
+// 3 <ubound>: the upper bound (inclusive) of this range
+// As opposed to when the t# is used in shader instructions, where the register
+// must be D3D10_SB_OPERAND_INDEX_DIMENSION_2D, and the meaning of the index
+// dimensions are as follows: (t<id>[<idx>]):
+// 1 <id>: variable ID being used (matches dcl)
+// 2 <idx>: absolute index of resource within space (may be dynamically indexed)
+// (2) a Resource Return Type token (ResourceReturnTypeToken)
+// (3) a DWORD indicating the space index.
+//
+// ----------------------------------------------------------------------------
+
+// use same macro for encoding/decoding resource dimension aas the non-msaa declaration
+
+#define D3D10_SB_RESOURCE_SAMPLE_COUNT_MASK 0x07F0000
+#define D3D10_SB_RESOURCE_SAMPLE_COUNT_SHIFT 16
+
+// DECODER MACRO: Given a resource declaration token,
+// (OpcodeToken0), determine the resource sample count (1..127)
+#define DECODE_D3D10_SB_RESOURCE_SAMPLE_COUNT(OpcodeToken0) ((UINT)(((OpcodeToken0)&D3D10_SB_RESOURCE_SAMPLE_COUNT_MASK)>>D3D10_SB_RESOURCE_SAMPLE_COUNT_SHIFT))
+
+// ENCODER MACRO: Store resource sample count up to 127 into a
+// a resource declaration token (OpcodeToken0)
+#define ENCODE_D3D10_SB_RESOURCE_SAMPLE_COUNT(SampleCount) (((SampleCount > 127 ? 127 : SampleCount)<<D3D10_SB_RESOURCE_SAMPLE_COUNT_SHIFT)&D3D10_SB_RESOURCE_SAMPLE_COUNT_MASK)
+
+// ----------------------------------------------------------------------------
+// Resource Return Type Token (ResourceReturnTypeToken) (used in resource
+// declaration statements)
+//
+// [03:00] D3D10_SB_RESOURCE_RETURN_TYPE for component X
+// [07:04] D3D10_SB_RESOURCE_RETURN_TYPE for component Y
+// [11:08] D3D10_SB_RESOURCE_RETURN_TYPE for component Z
+// [15:12] D3D10_SB_RESOURCE_RETURN_TYPE for component W
+// [31:16] Reserved, 0
+//
+// ----------------------------------------------------------------------------
+// DECODER MACRO: Get the resource return type for component (0-3) from
+// ResourceReturnTypeToken
+#define DECODE_D3D10_SB_RESOURCE_RETURN_TYPE(ResourceReturnTypeToken, Component) \
+ ((D3D10_SB_RESOURCE_RETURN_TYPE)(((ResourceReturnTypeToken) >> \
+ (Component * D3D10_SB_RESOURCE_RETURN_TYPE_NUMBITS))&D3D10_SB_RESOURCE_RETURN_TYPE_MASK))
+
+// ENCODER MACRO: Generate a resource return type for a component
+#define ENCODE_D3D10_SB_RESOURCE_RETURN_TYPE(ReturnType, Component) \
+ (((ReturnType)&D3D10_SB_RESOURCE_RETURN_TYPE_MASK) << (Component * D3D10_SB_RESOURCE_RETURN_TYPE_NUMBITS))
+
+// ----------------------------------------------------------------------------
+// Sampler Declaration
+//
+// OpcodeToken0:
+//
+// [10:00] D3D10_SB_OPCODE_DCL_SAMPLER
+// [14:11] D3D10_SB_SAMPLER_MODE
+// [23:15] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// OpcodeToken0 is followed by 1 operand on Shader Models 4.0 through 5.0:
+// (1) Operand starting with OperandToken0, defining which sampler
+// (D3D10_SB_OPERAND_TYPE_SAMPLER) register # is being declared.
+//
+// OpcodeToken0 is followed by 2 operands on Shader Model 5.1 and later:
+// (1) an operand, starting with OperandToken0, defining which
+// s# register (D3D10_SB_OPERAND_TYPE_SAMPLER) is being declared.
+// The indexing dimension for the register must be D3D10_SB_OPERAND_INDEX_DIMENSION_3D,
+// and the meaning of the index dimensions are as follows: (s<id>[<lbound>:<ubound>])
+// 1 <id>: variable ID being declared
+// 2 <lbound>: the lower bound of the range of samplers in the space
+// 3 <ubound>: the upper bound (inclusive) of this range
+// As opposed to when the s# is used in shader instructions, where the register
+// must be D3D10_SB_OPERAND_INDEX_DIMENSION_2D, and the meaning of the index
+// dimensions are as follows: (s<id>[<idx>]):
+// 1 <id>: variable ID being used (matches dcl)
+// 2 <idx>: absolute index of sampler within space (may be dynamically indexed)
+// (2) a DWORD indicating the space index.
+//
+// ----------------------------------------------------------------------------
+typedef enum D3D10_SB_SAMPLER_MODE
+{
+ D3D10_SB_SAMPLER_MODE_DEFAULT = 0,
+ D3D10_SB_SAMPLER_MODE_COMPARISON = 1,
+ D3D10_SB_SAMPLER_MODE_MONO = 2,
+} D3D10_SB_SAMPLER_MODE;
+
+#define D3D10_SB_SAMPLER_MODE_MASK 0x00007800
+#define D3D10_SB_SAMPLER_MODE_SHIFT 11
+
+// DECODER MACRO: Find out if a Constant Buffer is going to be indexed or not
+#define DECODE_D3D10_SB_SAMPLER_MODE(OpcodeToken0) ((D3D10_SB_SAMPLER_MODE)(((OpcodeToken0)&D3D10_SB_SAMPLER_MODE_MASK)>>D3D10_SB_SAMPLER_MODE_SHIFT))
+
+// ENCODER MACRO: Generate a resource return type for a component
+#define ENCODE_D3D10_SB_SAMPLER_MODE(SamplerMode) (((SamplerMode)<<D3D10_SB_SAMPLER_MODE_SHIFT)&D3D10_SB_SAMPLER_MODE_MASK)
+
+// ----------------------------------------------------------------------------
+// Input Register Declaration (see separate declarations for Pixel Shaders)
+//
+// OpcodeToken0:
+//
+// [10:00] D3D10_SB_OPCODE_DCL_INPUT
+// [23:11] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// OpcodeToken0 is followed by 1 operand:
+// (1) Operand, starting with OperandToken0, defining which input
+// v# register (D3D10_SB_OPERAND_TYPE_INPUT) is being declared,
+// including writemask.
+//
+// ----------------------------------------------------------------------------
+
+// ----------------------------------------------------------------------------
+// Input Register Declaration w/System Interpreted Value
+// (see separate declarations for Pixel Shaders)
+//
+// OpcodeToken0:
+//
+// [10:00] D3D10_SB_OPCODE_DCL_INPUT_SIV
+// [23:11] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// OpcodeToken0 is followed by 2 operands:
+// (1) Operand, starting with OperandToken0, defining which input
+// v# register (D3D10_SB_OPERAND_TYPE_INPUT) is being declared,
+// including writemask. For Geometry Shaders, the input is
+// v[vertex][attribute], and this declaration is only for which register
+// on the attribute axis is being declared. The vertex axis value must
+// be equal to the # of vertices in the current input primitive for the GS
+// (i.e. 6 for triangle + adjacency).
+// (2) a System Interpreted Value Name (NameToken)
+//
+// ----------------------------------------------------------------------------
+
+// ----------------------------------------------------------------------------
+// Input Register Declaration w/System Generated Value
+// (available for all shaders incl. Pixel Shader, no interpolation mode needed)
+//
+// OpcodeToken0:
+//
+// [10:00] D3D10_SB_OPCODE_DCL_INPUT_SGV
+// [23:11] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// OpcodeToken0 is followed by 2 operands:
+// (1) Operand, starting with OperandToken0, defining which input
+// v# register (D3D10_SB_OPERAND_TYPE_INPUT) is being declared,
+// including writemask.
+// (2) a System Generated Value Name (NameToken)
+//
+// ----------------------------------------------------------------------------
+
+// ----------------------------------------------------------------------------
+// Pixel Shader Input Register Declaration
+//
+// OpcodeToken0:
+//
+// [10:00] D3D10_SB_OPCODE_DCL_INPUT_PS
+// [14:11] D3D10_SB_INTERPOLATION_MODE
+// [23:15] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// OpcodeToken0 is followed by 1 operand:
+// (1) Operand, starting with OperandToken0, defining which input
+// v# register (D3D10_SB_OPERAND_TYPE_INPUT) is being declared,
+// including writemask.
+//
+// ----------------------------------------------------------------------------
+#define D3D10_SB_INPUT_INTERPOLATION_MODE_MASK 0x00007800
+#define D3D10_SB_INPUT_INTERPOLATION_MODE_SHIFT 11
+
+// DECODER MACRO: Find out interpolation mode for the input register
+#define DECODE_D3D10_SB_INPUT_INTERPOLATION_MODE(OpcodeToken0) ((D3D10_SB_INTERPOLATION_MODE)(((OpcodeToken0)&D3D10_SB_INPUT_INTERPOLATION_MODE_MASK)>>D3D10_SB_INPUT_INTERPOLATION_MODE_SHIFT))
+
+// ENCODER MACRO: Encode interpolation mode for a register.
+#define ENCODE_D3D10_SB_INPUT_INTERPOLATION_MODE(InterpolationMode) (((InterpolationMode)<<D3D10_SB_INPUT_INTERPOLATION_MODE_SHIFT)&D3D10_SB_INPUT_INTERPOLATION_MODE_MASK)
+
+// ----------------------------------------------------------------------------
+// Pixel Shader Input Register Declaration w/System Interpreted Value
+//
+// OpcodeToken0:
+//
+// [10:00] D3D10_SB_OPCODE_DCL_INPUT_PS_SIV
+// [14:11] D3D10_SB_INTERPOLATION_MODE
+// [23:15] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// OpcodeToken0 is followed by 2 operands:
+// (1) Operand, starting with OperandToken0, defining which input
+// v# register (D3D10_SB_OPERAND_TYPE_INPUT) is being declared.
+// (2) a System Interpreted Value Name (NameToken)
+//
+// ----------------------------------------------------------------------------
+
+// ----------------------------------------------------------------------------
+// Pixel Shader Input Register Declaration w/System Generated Value
+//
+// OpcodeToken0:
+//
+// [10:00] D3D10_SB_OPCODE_DCL_INPUT_PS_SGV
+// [23:11] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// OpcodeToken0 is followed by 2 operands:
+// (1) Operand, starting with OperandToken0, defining which input
+// v# register (D3D10_SB_OPERAND_TYPE_INPUT) is being declared.
+// (2) a System Generated Value Name (NameToken)
+//
+// ----------------------------------------------------------------------------
+
+// ----------------------------------------------------------------------------
+// Output Register Declaration
+//
+// OpcodeToken0:
+//
+// [10:00] D3D10_SB_OPCODE_DCL_OUTPUT
+// [23:11] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// OpcodeToken0 is followed by 1 operand:
+// (1) Operand, starting with OperandToken0, defining which
+// o# register (D3D10_SB_OPERAND_TYPE_OUTPUT) is being declared,
+// including writemask.
+// (in Pixel Shader, output can also be one of
+// D3D10_SB_OPERAND_TYPE_OUTPUT_DEPTH,
+// D3D11_SB_OPERAND_TYPE_OUTPUT_DEPTH_GREATER_EQUAL, or
+// D3D11_SB_OPERAND_TYPE_OUTPUT_DEPTH_LESS_EQUAL )
+//
+// ----------------------------------------------------------------------------
+
+// ----------------------------------------------------------------------------
+// Output Register Declaration w/System Interpreted Value
+//
+// OpcodeToken0:
+//
+// [10:00] D3D10_SB_OPCODE_DCL_OUTPUT_SIV
+// [23:11] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// OpcodeToken0 is followed by 2 operands:
+// (1) an operand, starting with OperandToken0, defining which
+// o# register (D3D10_SB_OPERAND_TYPE_OUTPUT) is being declared,
+// including writemask.
+// (2) a System Interpreted Name token (NameToken)
+//
+// ----------------------------------------------------------------------------
+
+// ----------------------------------------------------------------------------
+// Output Register Declaration w/System Generated Value
+//
+// OpcodeToken0:
+//
+// [10:00] D3D10_SB_OPCODE_DCL_OUTPUT_SGV
+// [23:11] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// OpcodeToken0 is followed by 2 operands:
+// (1) an operand, starting with OperandToken0, defining which
+// o# register (D3D10_SB_OPERAND_TYPE_OUTPUT) is being declared,
+// including writemask.
+// (2) a System Generated Name token (NameToken)
+//
+// ----------------------------------------------------------------------------
+
+
+// ----------------------------------------------------------------------------
+// Input or Output Register Indexing Range Declaration
+//
+// OpcodeToken0:
+//
+// [10:00] D3D10_SB_OPCODE_DCL_INDEX_RANGE
+// [23:11] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// OpcodeToken0 is followed by 2 operands:
+// (1) an operand, starting with OperandToken0, defining which
+// input (v#) or output (o#) register is having its array indexing range
+// declared, including writemask. For Geometry Shader inputs,
+// it is assumed that the vertex axis is always fully indexable,
+// and 0 must be specified as the vertex# in this declaration, so that
+// only the a range of attributes are having their index range defined.
+//
+// (2) a DWORD representing the count of registers starting from the one
+// indicated in (1).
+//
+// ----------------------------------------------------------------------------
+
+// ----------------------------------------------------------------------------
+// Temp Register Declaration r0...r(n-1)
+//
+// OpcodeToken0:
+//
+// [10:00] D3D10_SB_OPCODE_DCL_TEMPS
+// [23:11] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// OpcodeToken0 is followed by 1 operand:
+// (1) DWORD (unsigned int) indicating how many temps are being declared.
+// i.e. 5 means r0...r4 are declared.
+//
+// ----------------------------------------------------------------------------
+
+// ----------------------------------------------------------------------------
+// Indexable Temp Register (x#[size]) Declaration
+//
+// OpcodeToken0:
+//
+// [10:00] D3D10_SB_OPCODE_DCL_INDEXABLE_TEMP
+// [23:11] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// OpcodeToken0 is followed by 3 DWORDs:
+// (1) Register index (defines which x# register is declared)
+// (2) Number of registers in this register bank
+// (3) Number of components in the array (1-4). 1 means .x, 2 means .xy etc.
+//
+// ----------------------------------------------------------------------------
+
+// ----------------------------------------------------------------------------
+// Constant Buffer Declaration
+//
+// OpcodeToken0:
+//
+// [10:00] D3D10_SB_OPCODE_DCL_CONSTANT_BUFFER
+// [11] D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN
+// [23:12] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// OpcodeToken0 is followed by 1 operand on Shader Model 4.0 through 5.0:
+// (1) Operand, starting with OperandToken0, defining which CB slot (cb#[size])
+// is being declared. (operand type: D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER)
+// The indexing dimension for the register must be
+// D3D10_SB_OPERAND_INDEX_DIMENSION_2D, where the first index specifies
+// which cb#[] is being declared, and the second (array) index specifies the size
+// of the buffer, as a count of 32-bit*4 elements. (As opposed to when the
+// cb#[] is used in shader instructions, and the array index represents which
+// location in the constant buffer is being referenced.)
+// If the size is specified as 0, the CB size is not known (any size CB
+// can be bound to the slot).
+//
+// The order of constant buffer declarations in a shader indicates their
+// relative priority from highest to lowest (hint to driver).
+//
+// OpcodeToken0 is followed by 3 operands on Shader Model 5.1 and later:
+// (1) Operand, starting with OperandToken0, defining which CB range (ID and bounds)
+// is being declared. (operand type: D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER)
+// The indexing dimension for the register must be D3D10_SB_OPERAND_INDEX_DIMENSION_3D,
+// and the meaning of the index dimensions are as follows: (cb<id>[<lbound>:<ubound>])
+// 1 <id>: variable ID being declared
+// 2 <lbound>: the lower bound of the range of constant buffers in the space
+// 3 <ubound>: the upper bound (inclusive) of this range
+// As opposed to when the cb#[] is used in shader instructions: (cb<id>[<idx>][<loc>])
+// 1 <id>: variable ID being used (matches dcl)
+// 2 <idx>: absolute index of constant buffer within space (may be dynamically indexed)
+// 3 <loc>: location of vector within constant buffer being referenced,
+// which may also be dynamically indexed, with no access pattern flag required.
+// (2) a DWORD indicating the size of the constant buffer as a count of 16-byte vectors.
+// Each vector is 32-bit*4 elements == 128-bits == 16 bytes.
+// If the size is specified as 0, the CB size is not known (any size CB
+// can be bound to the slot).
+// (3) a DWORD indicating the space index.
+//
+// ----------------------------------------------------------------------------
+
+typedef enum D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN
+{
+ D3D10_SB_CONSTANT_BUFFER_IMMEDIATE_INDEXED = 0,
+ D3D10_SB_CONSTANT_BUFFER_DYNAMIC_INDEXED = 1
+} D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN;
+
+#define D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN_MASK 0x00000800
+#define D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN_SHIFT 11
+
+// DECODER MACRO: Find out if a Constant Buffer is going to be indexed or not
+#define DECODE_D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN(OpcodeToken0) ((D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN)(((OpcodeToken0)&D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN_MASK)>>D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN_SHIFT))
+
+// ENCODER MACRO: Encode the access pattern for the Constant Buffer
+#define ENCODE_D3D10_SB_D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN(AccessPattern) (((AccessPattern)<<D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN_SHIFT)&D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN_MASK)
+
+// ----------------------------------------------------------------------------
+// Immediate Constant Buffer Declaration
+//
+// OpcodeToken0:
+//
+// [10:00] D3D10_SB_OPCODE_CUSTOMDATA
+// [31:11] == D3D10_SB_CUSTOMDATA_DCL_IMMEDIATE_CONSTANT_BUFFER
+//
+// OpcodeToken0 is followed by:
+// (1) DWORD indicating length of declaration, including OpcodeToken0.
+// This length must = 2(for OpcodeToken0 and 1) + a multiple of 4
+// (# of immediate constants)
+// (2) Sequence of 4-tuples of DWORDs defining the Immediate Constant Buffer.
+// The number of 4-tuples is (length above - 1) / 4
+// ----------------------------------------------------------------------------
+
+// ----------------------------------------------------------------------------
+// Shader Message Declaration
+//
+// OpcodeToken0:
+//
+// [10:00] D3D10_SB_OPCODE_CUSTOMDATA
+// [31:11] == D3D11_SB_CUSTOMDATA_SHADER_MESSAGE
+//
+// OpcodeToken0 is followed by:
+// (1) DWORD indicating length of declaration, including OpcodeToken0.
+// (2) DWORD (D3D11_SB_SHADER_MESSAGE_ID) indicating shader message or error.
+// (3) D3D11_SB_SHADER_MESSAGE_FORMAT indicating the convention for formatting the message.
+// (4) DWORD indicating the number of characters in the string without the terminator.
+// (5) DWORD indicating the number of operands.
+// (6) DWORD indicating length of operands.
+// (7) Encoded operands.
+// (8) String with trailing zero, padded to a multiple of DWORDs.
+// The string is in the given format and the operands given should
+// be used for argument substitutions when formatting.
+// ----------------------------------------------------------------------------
+
+typedef enum D3D11_SB_SHADER_MESSAGE_ID
+{
+ D3D11_SB_SHADER_MESSAGE_ID_MESSAGE = 0x00200102,
+ D3D11_SB_SHADER_MESSAGE_ID_ERROR = 0x00200103
+} D3D11_SB_SHADER_MESSAGE_ID;
+
+typedef enum D3D11_SB_SHADER_MESSAGE_FORMAT
+{
+ // No formatting, just a text string. Operands are ignored.
+ D3D11_SB_SHADER_MESSAGE_FORMAT_ANSI_TEXT,
+ // Format string follows C/C++ printf conventions.
+ D3D11_SB_SHADER_MESSAGE_FORMAT_ANSI_PRINTF,
+} D3D11_SB_SHADER_MESSAGE_FORMAT;
+
+// ----------------------------------------------------------------------------
+// Shader Clip Plane Constant Mappings for DX9 hardware
+//
+// OpcodeToken0:
+//
+// [10:00] D3D10_SB_OPCODE_CUSTOMDATA
+// [31:11] == D3D11_SB_CUSTOMDATA_SHADER_CLIP_PLANE_CONSTANT_MAPPINGS_FOR_DX9
+//
+// OpcodeToken0 is followed by:
+// (1) DWORD indicating length of declaration, including OpcodeToken0.
+// (2) DWORD indicating number of constant mappings (up to 6 mappings).
+// (3+) Constant mapping tables in following format.
+//
+// struct _Clip_Plane_Constant_Mapping
+// {
+// WORD ConstantBufferIndex; // cb[n]
+// WORD StartConstantElement; // starting index of cb[n][m]
+// WORD ConstantElemntCount; // number of elements cb[n][m] ~ cb[n][m+l]
+// WORD Reserved; //
+// };
+// ----------------------------------------------------------------------------
+
+// ----------------------------------------------------------------------------
+// Geometry Shader Input Primitive Declaration
+//
+// OpcodeToken0:
+//
+// [10:00] D3D10_SB_OPCODE_DCL_GS_INPUT_PRIMITIVE
+// [16:11] D3D10_SB_PRIMITIVE [not D3D10_SB_PRIMITIVE_TOPOLOGY]
+// [23:17] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token. == 1
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// ----------------------------------------------------------------------------
+
+#define D3D10_SB_GS_INPUT_PRIMITIVE_MASK 0x0001f800
+#define D3D10_SB_GS_INPUT_PRIMITIVE_SHIFT 11
+
+// DECODER MACRO: Given a primitive topology declaration,
+// (OpcodeToken0), determine the primitive topology
+// (D3D10_SB_PRIMITIVE enum)
+#define DECODE_D3D10_SB_GS_INPUT_PRIMITIVE(OpcodeToken0) ((D3D10_SB_PRIMITIVE)(((OpcodeToken0)&D3D10_SB_GS_INPUT_PRIMITIVE_MASK)>>D3D10_SB_GS_INPUT_PRIMITIVE_SHIFT))
+
+// ENCODER MACRO: Store primitive topology
+// (D3D10_SB_PRIMITIVE enum) into a
+// a primitive topology declaration token (OpcodeToken0)
+#define ENCODE_D3D10_SB_GS_INPUT_PRIMITIVE(Prim) (((Prim)<<D3D10_SB_GS_INPUT_PRIMITIVE_SHIFT)&D3D10_SB_GS_INPUT_PRIMITIVE_MASK)
+
+// ----------------------------------------------------------------------------
+// Geometry Shader Output Topology Declaration
+//
+// OpcodeToken0:
+//
+// [10:00] D3D10_SB_OPCODE_DCL_GS_OUTPUT_PRIMITIVE_TOPOLOGY
+// [17:11] D3D10_SB_PRIMITIVE_TOPOLOGY
+// [23:18] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token. == 1
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// ----------------------------------------------------------------------------
+
+#define D3D10_SB_GS_OUTPUT_PRIMITIVE_TOPOLOGY_MASK 0x0001f800
+#define D3D10_SB_GS_OUTPUT_PRIMITIVE_TOPOLOGY_SHIFT 11
+
+// DECODER MACRO: Given a primitive topology declaration,
+// (OpcodeToken0), determine the primitive topology
+// (D3D10_SB_PRIMITIVE_TOPOLOGY enum)
+#define DECODE_D3D10_SB_GS_OUTPUT_PRIMITIVE_TOPOLOGY(OpcodeToken0) ((D3D10_SB_PRIMITIVE_TOPOLOGY)(((OpcodeToken0)&D3D10_SB_GS_OUTPUT_PRIMITIVE_TOPOLOGY_MASK)>>D3D10_SB_GS_OUTPUT_PRIMITIVE_TOPOLOGY_SHIFT))
+
+// ENCODER MACRO: Store primitive topology
+// (D3D10_SB_PRIMITIVE_TOPOLOGY enum) into a
+// a primitive topology declaration token (OpcodeToken0)
+#define ENCODE_D3D10_SB_GS_OUTPUT_PRIMITIVE_TOPOLOGY(PrimTopology) (((PrimTopology)<<D3D10_SB_GS_OUTPUT_PRIMITIVE_TOPOLOGY_SHIFT)&D3D10_SB_GS_OUTPUT_PRIMITIVE_TOPOLOGY_MASK)
+
+// ----------------------------------------------------------------------------
+// Geometry Shader Maximum Output Vertex Count Declaration
+//
+// OpcodeToken0:
+//
+// [10:00] D3D10_SB_OPCODE_DCL_MAX_OUTPUT_VERTEX_COUNT
+// [23:11] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// OpcodeToken0 is followed by a DWORD representing the
+// maximum number of primitives that could be output
+// by the Geometry Shader.
+//
+// ----------------------------------------------------------------------------
+
+// ----------------------------------------------------------------------------
+// Geometry Shader Instance Count Declaration
+//
+// OpcodeToken0:
+//
+// [10:00] D3D11_SB_OPCODE_DCL_GS_INSTANCE_COUNT
+// [23:11] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// OpcodeToken0 is followed by a UINT32 representing the
+// number of instances of the geometry shader program to execute.
+//
+// ----------------------------------------------------------------------------
+
+// ----------------------------------------------------------------------------
+// Hull Shader Declaration Phase: HS/DS Input Control Point Count
+//
+// OpcodeToken0:
+//
+// [10:00] D3D11_SB_OPCODE_DCL_INPUT_CONTROL_POINT_COUNT
+// [16:11] Control point count
+// [23:17] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token. == 1
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// ----------------------------------------------------------------------------
+#define D3D11_SB_INPUT_CONTROL_POINT_COUNT_MASK 0x0001f800
+#define D3D11_SB_INPUT_CONTROL_POINT_COUNT_SHIFT 11
+
+// DECODER MACRO: Given an input control point count declaration token,
+// (OpcodeToken0), determine the control point count
+#define DECODE_D3D11_SB_INPUT_CONTROL_POINT_COUNT(OpcodeToken0) ((UINT)(((OpcodeToken0)&D3D11_SB_INPUT_CONTROL_POINT_COUNT_MASK)>>D3D11_SB_INPUT_CONTROL_POINT_COUNT_SHIFT))
+
+// ENCODER MACRO: Store input control point count into a declaration token
+#define ENCODE_D3D11_SB_INPUT_CONTROL_POINT_COUNT(Count) (((Count)<<D3D11_SB_INPUT_CONTROL_POINT_COUNT_SHIFT)&D3D11_SB_INPUT_CONTROL_POINT_COUNT_MASK)
+
+// ----------------------------------------------------------------------------
+// Hull Shader Declaration Phase: HS Output Control Point Count
+//
+// OpcodeToken0:
+//
+// [10:00] D3D11_SB_OPCODE_DCL_OUTPUT_CONTROL_POINT_COUNT
+// [16:11] Control point count
+// [23:17] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token. == 1
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// ----------------------------------------------------------------------------
+#define D3D11_SB_OUTPUT_CONTROL_POINT_COUNT_MASK 0x0001f800
+#define D3D11_SB_OUTPUT_CONTROL_POINT_COUNT_SHIFT 11
+
+// DECODER MACRO: Given an output control point count declaration token,
+// (OpcodeToken0), determine the control point count
+#define DECODE_D3D11_SB_OUTPUT_CONTROL_POINT_COUNT(OpcodeToken0) ((UINT)(((OpcodeToken0)&D3D11_SB_OUTPUT_CONTROL_POINT_COUNT_MASK)>>D3D11_SB_OUTPUT_CONTROL_POINT_COUNT_SHIFT))
+
+// ENCODER MACRO: Store output control point count into a declaration token
+#define ENCODE_D3D11_SB_OUTPUT_CONTROL_POINT_COUNT(Count) (((Count)<<D3D11_SB_OUTPUT_CONTROL_POINT_COUNT_SHIFT)&D3D11_SB_OUTPUT_CONTROL_POINT_COUNT_MASK)
+
+// ----------------------------------------------------------------------------
+// Hull Shader Declaration Phase: Tessellator Domain
+//
+// OpcodeToken0:
+//
+// [10:00] D3D11_SB_OPCODE_DCL_TESS_DOMAIN
+// [12:11] Domain
+// [23:13] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token. == 1
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// ----------------------------------------------------------------------------
+typedef enum D3D11_SB_TESSELLATOR_DOMAIN
+{
+ D3D11_SB_TESSELLATOR_DOMAIN_UNDEFINED = 0,
+ D3D11_SB_TESSELLATOR_DOMAIN_ISOLINE = 1,
+ D3D11_SB_TESSELLATOR_DOMAIN_TRI = 2,
+ D3D11_SB_TESSELLATOR_DOMAIN_QUAD = 3
+} D3D11_SB_TESSELLATOR_DOMAIN;
+
+#define D3D11_SB_TESS_DOMAIN_MASK 0x00001800
+#define D3D11_SB_TESS_DOMAIN_SHIFT 11
+
+// DECODER MACRO: Given a tessellator domain declaration,
+// (OpcodeToken0), determine the domain
+// (D3D11_SB_TESSELLATOR_DOMAIN enum)
+#define DECODE_D3D11_SB_TESS_DOMAIN(OpcodeToken0) ((D3D11_SB_TESSELLATOR_DOMAIN)(((OpcodeToken0)&D3D11_SB_TESS_DOMAIN_MASK)>>D3D11_SB_TESS_DOMAIN_SHIFT))
+
+// ENCODER MACRO: Store tessellator domain
+// (D3D11_SB_TESSELLATOR_DOMAIN enum) into a
+// a tessellator domain declaration token (OpcodeToken0)
+#define ENCODE_D3D11_SB_TESS_DOMAIN(Domain) (((Domain)<<D3D11_SB_TESS_DOMAIN_SHIFT)&D3D11_SB_TESS_DOMAIN_MASK)
+
+// ----------------------------------------------------------------------------
+// Hull Shader Declaration Phase: Tessellator Partitioning
+//
+// OpcodeToken0:
+//
+// [10:00] D3D11_SB_OPCODE_DCL_TESS_PARTITIONING
+// [13:11] Partitioning
+// [23:14] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token. == 1
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// ----------------------------------------------------------------------------
+typedef enum D3D11_SB_TESSELLATOR_PARTITIONING
+{
+ D3D11_SB_TESSELLATOR_PARTITIONING_UNDEFINED = 0,
+ D3D11_SB_TESSELLATOR_PARTITIONING_INTEGER = 1,
+ D3D11_SB_TESSELLATOR_PARTITIONING_POW2 = 2,
+ D3D11_SB_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
+ D3D11_SB_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4
+} D3D11_SB_TESSELLATOR_PARTITIONING;
+
+#define D3D11_SB_TESS_PARTITIONING_MASK 0x00003800
+#define D3D11_SB_TESS_PARTITIONING_SHIFT 11
+
+// DECODER MACRO: Given a tessellator partitioning declaration,
+// (OpcodeToken0), determine the domain
+// (D3D11_SB_TESSELLATOR_PARTITIONING enum)
+#define DECODE_D3D11_SB_TESS_PARTITIONING(OpcodeToken0) ((D3D11_SB_TESSELLATOR_PARTITIONING)(((OpcodeToken0)&D3D11_SB_TESS_PARTITIONING_MASK)>>D3D11_SB_TESS_PARTITIONING_SHIFT))
+
+// ENCODER MACRO: Store tessellator partitioning
+// (D3D11_SB_TESSELLATOR_PARTITIONING enum) into a
+// a tessellator partitioning declaration token (OpcodeToken0)
+#define ENCODE_D3D11_SB_TESS_PARTITIONING(Partitioning) (((Partitioning)<<D3D11_SB_TESS_PARTITIONING_SHIFT)&D3D11_SB_TESS_PARTITIONING_MASK)
+
+// ----------------------------------------------------------------------------
+// Hull Shader Declaration Phase: Tessellator Output Primitive
+//
+// OpcodeToken0:
+//
+// [10:00] D3D11_SB_OPCODE_DCL_TESS_OUTPUT_PRIMITIVE
+// [13:11] Output Primitive
+// [23:14] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token. == 1
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// ----------------------------------------------------------------------------
+typedef enum D3D11_SB_TESSELLATOR_OUTPUT_PRIMITIVE
+{
+ D3D11_SB_TESSELLATOR_OUTPUT_UNDEFINED = 0,
+ D3D11_SB_TESSELLATOR_OUTPUT_POINT = 1,
+ D3D11_SB_TESSELLATOR_OUTPUT_LINE = 2,
+ D3D11_SB_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3,
+ D3D11_SB_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4
+} D3D11_SB_TESSELLATOR_OUTPUT_PRIMITIVE;
+
+#define D3D11_SB_TESS_OUTPUT_PRIMITIVE_MASK 0x00003800
+#define D3D11_SB_TESS_OUTPUT_PRIMITIVE_SHIFT 11
+
+// DECODER MACRO: Given a tessellator output primitive declaration,
+// (OpcodeToken0), determine the domain
+// (D3D11_SB_TESSELLATOR_OUTPUT_PRIMITIVE enum)
+#define DECODE_D3D11_SB_TESS_OUTPUT_PRIMITIVE(OpcodeToken0) ((D3D11_SB_TESSELLATOR_OUTPUT_PRIMITIVE)(((OpcodeToken0)&D3D11_SB_TESS_OUTPUT_PRIMITIVE_MASK)>>D3D11_SB_TESS_OUTPUT_PRIMITIVE_SHIFT))
+
+// ENCODER MACRO: Store tessellator output primitive
+// (D3D11_SB_TESSELLATOR_OUTPUT_PRIMITIVE enum) into a
+// a tessellator output primitive declaration token (OpcodeToken0)
+#define ENCODE_D3D11_SB_TESS_OUTPUT_PRIMITIVE(OutputPrimitive) (((OutputPrimitive)<<D3D11_SB_TESS_OUTPUT_PRIMITIVE_SHIFT)&D3D11_SB_TESS_OUTPUT_PRIMITIVE_MASK)
+
+
+// ----------------------------------------------------------------------------
+// Hull Shader Declaration Phase: Hull Shader Max Tessfactor
+//
+// OpcodeToken0:
+//
+// [10:00] D3D11_SB_OPCODE_DCL_HS_MAX_TESSFACTOR
+// [23:11] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// OpcodeToken0 is followed by a float32 representing the
+// maximum TessFactor.
+//
+// ----------------------------------------------------------------------------
+
+// ----------------------------------------------------------------------------
+// Hull Shader Declaration Phase: Hull Shader Fork Phase Instance Count
+//
+// OpcodeToken0:
+//
+// [10:00] D3D11_SB_OPCODE_DCL_HS_FORK_PHASE_INSTANCE_COUNT
+// [23:11] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// OpcodeToken0 is followed by a UINT32 representing the
+// number of instances of the current fork phase program to execute.
+//
+// ----------------------------------------------------------------------------
+
+typedef enum D3D10_SB_INTERPOLATION_MODE
+{
+ D3D10_SB_INTERPOLATION_UNDEFINED = 0,
+ D3D10_SB_INTERPOLATION_CONSTANT = 1,
+ D3D10_SB_INTERPOLATION_LINEAR = 2,
+ D3D10_SB_INTERPOLATION_LINEAR_CENTROID = 3,
+ D3D10_SB_INTERPOLATION_LINEAR_NOPERSPECTIVE = 4,
+ D3D10_SB_INTERPOLATION_LINEAR_NOPERSPECTIVE_CENTROID = 5,
+ D3D10_SB_INTERPOLATION_LINEAR_SAMPLE = 6, // DX10.1
+ D3D10_SB_INTERPOLATION_LINEAR_NOPERSPECTIVE_SAMPLE = 7, // DX10.1
+} D3D10_SB_INTERPOLATION_MODE;
+
+// Keep PRIMITIVE_TOPOLOGY values in sync with earlier DX versions (HW consumes values directly).
+typedef enum D3D10_SB_PRIMITIVE_TOPOLOGY
+{
+ D3D10_SB_PRIMITIVE_TOPOLOGY_UNDEFINED = 0,
+ D3D10_SB_PRIMITIVE_TOPOLOGY_POINTLIST = 1,
+ D3D10_SB_PRIMITIVE_TOPOLOGY_LINELIST = 2,
+ D3D10_SB_PRIMITIVE_TOPOLOGY_LINESTRIP = 3,
+ D3D10_SB_PRIMITIVE_TOPOLOGY_TRIANGLELIST = 4,
+ D3D10_SB_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP = 5,
+ // 6 is reserved for legacy triangle fans
+ // Adjacency values should be equal to (0x8 & non-adjacency):
+ D3D10_SB_PRIMITIVE_TOPOLOGY_LINELIST_ADJ = 10,
+ D3D10_SB_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ = 11,
+ D3D10_SB_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ = 12,
+ D3D10_SB_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ = 13,
+} D3D10_SB_PRIMITIVE_TOPOLOGY;
+
+typedef enum D3D10_SB_PRIMITIVE
+{
+ D3D10_SB_PRIMITIVE_UNDEFINED = 0,
+ D3D10_SB_PRIMITIVE_POINT = 1,
+ D3D10_SB_PRIMITIVE_LINE = 2,
+ D3D10_SB_PRIMITIVE_TRIANGLE = 3,
+ // Adjacency values should be equal to (0x4 & non-adjacency):
+ D3D10_SB_PRIMITIVE_LINE_ADJ = 6,
+ D3D10_SB_PRIMITIVE_TRIANGLE_ADJ = 7,
+ D3D11_SB_PRIMITIVE_1_CONTROL_POINT_PATCH = 8,
+ D3D11_SB_PRIMITIVE_2_CONTROL_POINT_PATCH = 9,
+ D3D11_SB_PRIMITIVE_3_CONTROL_POINT_PATCH = 10,
+ D3D11_SB_PRIMITIVE_4_CONTROL_POINT_PATCH = 11,
+ D3D11_SB_PRIMITIVE_5_CONTROL_POINT_PATCH = 12,
+ D3D11_SB_PRIMITIVE_6_CONTROL_POINT_PATCH = 13,
+ D3D11_SB_PRIMITIVE_7_CONTROL_POINT_PATCH = 14,
+ D3D11_SB_PRIMITIVE_8_CONTROL_POINT_PATCH = 15,
+ D3D11_SB_PRIMITIVE_9_CONTROL_POINT_PATCH = 16,
+ D3D11_SB_PRIMITIVE_10_CONTROL_POINT_PATCH = 17,
+ D3D11_SB_PRIMITIVE_11_CONTROL_POINT_PATCH = 18,
+ D3D11_SB_PRIMITIVE_12_CONTROL_POINT_PATCH = 19,
+ D3D11_SB_PRIMITIVE_13_CONTROL_POINT_PATCH = 20,
+ D3D11_SB_PRIMITIVE_14_CONTROL_POINT_PATCH = 21,
+ D3D11_SB_PRIMITIVE_15_CONTROL_POINT_PATCH = 22,
+ D3D11_SB_PRIMITIVE_16_CONTROL_POINT_PATCH = 23,
+ D3D11_SB_PRIMITIVE_17_CONTROL_POINT_PATCH = 24,
+ D3D11_SB_PRIMITIVE_18_CONTROL_POINT_PATCH = 25,
+ D3D11_SB_PRIMITIVE_19_CONTROL_POINT_PATCH = 26,
+ D3D11_SB_PRIMITIVE_20_CONTROL_POINT_PATCH = 27,
+ D3D11_SB_PRIMITIVE_21_CONTROL_POINT_PATCH = 28,
+ D3D11_SB_PRIMITIVE_22_CONTROL_POINT_PATCH = 29,
+ D3D11_SB_PRIMITIVE_23_CONTROL_POINT_PATCH = 30,
+ D3D11_SB_PRIMITIVE_24_CONTROL_POINT_PATCH = 31,
+ D3D11_SB_PRIMITIVE_25_CONTROL_POINT_PATCH = 32,
+ D3D11_SB_PRIMITIVE_26_CONTROL_POINT_PATCH = 33,
+ D3D11_SB_PRIMITIVE_27_CONTROL_POINT_PATCH = 34,
+ D3D11_SB_PRIMITIVE_28_CONTROL_POINT_PATCH = 35,
+ D3D11_SB_PRIMITIVE_29_CONTROL_POINT_PATCH = 36,
+ D3D11_SB_PRIMITIVE_30_CONTROL_POINT_PATCH = 37,
+ D3D11_SB_PRIMITIVE_31_CONTROL_POINT_PATCH = 38,
+ D3D11_SB_PRIMITIVE_32_CONTROL_POINT_PATCH = 39,
+} D3D10_SB_PRIMITIVE;
+
+typedef enum D3D10_SB_COMPONENT_MASK
+{
+ D3D10_SB_COMPONENT_MASK_X = 1,
+ D3D10_SB_COMPONENT_MASK_Y = 2,
+ D3D10_SB_COMPONENT_MASK_Z = 4,
+ D3D10_SB_COMPONENT_MASK_W = 8,
+ D3D10_SB_COMPONENT_MASK_R = 1,
+ D3D10_SB_COMPONENT_MASK_G = 2,
+ D3D10_SB_COMPONENT_MASK_B = 4,
+ D3D10_SB_COMPONENT_MASK_A = 8,
+ D3D10_SB_COMPONENT_MASK_ALL = 15,
+} D3D10_SB_COMPONENT_MASK;
+
+typedef enum D3D10_SB_NAME
+{
+ D3D10_SB_NAME_UNDEFINED = 0,
+ D3D10_SB_NAME_POSITION = 1,
+ D3D10_SB_NAME_CLIP_DISTANCE = 2,
+ D3D10_SB_NAME_CULL_DISTANCE = 3,
+ D3D10_SB_NAME_RENDER_TARGET_ARRAY_INDEX = 4,
+ D3D10_SB_NAME_VIEWPORT_ARRAY_INDEX = 5,
+ D3D10_SB_NAME_VERTEX_ID = 6,
+ D3D10_SB_NAME_PRIMITIVE_ID = 7,
+ D3D10_SB_NAME_INSTANCE_ID = 8,
+ D3D10_SB_NAME_IS_FRONT_FACE = 9,
+ D3D10_SB_NAME_SAMPLE_INDEX = 10,
+ // The following are added for D3D11
+ D3D11_SB_NAME_FINAL_QUAD_U_EQ_0_EDGE_TESSFACTOR = 11,
+ D3D11_SB_NAME_FINAL_QUAD_V_EQ_0_EDGE_TESSFACTOR = 12,
+ D3D11_SB_NAME_FINAL_QUAD_U_EQ_1_EDGE_TESSFACTOR = 13,
+ D3D11_SB_NAME_FINAL_QUAD_V_EQ_1_EDGE_TESSFACTOR = 14,
+ D3D11_SB_NAME_FINAL_QUAD_U_INSIDE_TESSFACTOR = 15,
+ D3D11_SB_NAME_FINAL_QUAD_V_INSIDE_TESSFACTOR = 16,
+ D3D11_SB_NAME_FINAL_TRI_U_EQ_0_EDGE_TESSFACTOR = 17,
+ D3D11_SB_NAME_FINAL_TRI_V_EQ_0_EDGE_TESSFACTOR = 18,
+ D3D11_SB_NAME_FINAL_TRI_W_EQ_0_EDGE_TESSFACTOR = 19,
+ D3D11_SB_NAME_FINAL_TRI_INSIDE_TESSFACTOR = 20,
+ D3D11_SB_NAME_FINAL_LINE_DETAIL_TESSFACTOR = 21,
+ D3D11_SB_NAME_FINAL_LINE_DENSITY_TESSFACTOR = 22,
+ // The following are added for D3D12
+ D3D12_SB_NAME_BARYCENTRICS = 23,
+ D3D12_SB_NAME_SHADINGRATE = 24,
+ D3D12_SB_NAME_CULLPRIMITIVE = 25,
+} D3D10_SB_NAME;
+
+typedef enum D3D10_SB_RESOURCE_DIMENSION
+{
+ D3D10_SB_RESOURCE_DIMENSION_UNKNOWN = 0,
+ D3D10_SB_RESOURCE_DIMENSION_BUFFER = 1,
+ D3D10_SB_RESOURCE_DIMENSION_TEXTURE1D = 2,
+ D3D10_SB_RESOURCE_DIMENSION_TEXTURE2D = 3,
+ D3D10_SB_RESOURCE_DIMENSION_TEXTURE2DMS = 4,
+ D3D10_SB_RESOURCE_DIMENSION_TEXTURE3D = 5,
+ D3D10_SB_RESOURCE_DIMENSION_TEXTURECUBE = 6,
+ D3D10_SB_RESOURCE_DIMENSION_TEXTURE1DARRAY = 7,
+ D3D10_SB_RESOURCE_DIMENSION_TEXTURE2DARRAY = 8,
+ D3D10_SB_RESOURCE_DIMENSION_TEXTURE2DMSARRAY = 9,
+ D3D10_SB_RESOURCE_DIMENSION_TEXTURECUBEARRAY = 10,
+ D3D11_SB_RESOURCE_DIMENSION_RAW_BUFFER = 11,
+ D3D11_SB_RESOURCE_DIMENSION_STRUCTURED_BUFFER = 12,
+} D3D10_SB_RESOURCE_DIMENSION;
+
+typedef enum D3D10_SB_RESOURCE_RETURN_TYPE
+{
+ D3D10_SB_RETURN_TYPE_UNORM = 1,
+ D3D10_SB_RETURN_TYPE_SNORM = 2,
+ D3D10_SB_RETURN_TYPE_SINT = 3,
+ D3D10_SB_RETURN_TYPE_UINT = 4,
+ D3D10_SB_RETURN_TYPE_FLOAT = 5,
+ D3D10_SB_RETURN_TYPE_MIXED = 6,
+ D3D11_SB_RETURN_TYPE_DOUBLE = 7,
+ D3D11_SB_RETURN_TYPE_CONTINUED = 8,
+ D3D11_SB_RETURN_TYPE_UNUSED = 9,
+} D3D10_SB_RESOURCE_RETURN_TYPE;
+
+typedef enum D3D10_SB_REGISTER_COMPONENT_TYPE
+{
+ D3D10_SB_REGISTER_COMPONENT_UNKNOWN = 0,
+ D3D10_SB_REGISTER_COMPONENT_UINT32 = 1,
+ D3D10_SB_REGISTER_COMPONENT_SINT32 = 2,
+ D3D10_SB_REGISTER_COMPONENT_FLOAT32 = 3
+} D3D10_SB_REGISTER_COMPONENT_TYPE;
+
+typedef enum D3D10_SB_INSTRUCTION_RETURN_TYPE
+{
+ D3D10_SB_INSTRUCTION_RETURN_FLOAT = 0,
+ D3D10_SB_INSTRUCTION_RETURN_UINT = 1
+} D3D10_SB_INSTRUCTION_RETURN_TYPE;
+
+#define D3D10_SB_INSTRUCTION_RETURN_TYPE_MASK 0x00001800
+#define D3D10_SB_INSTRUCTION_RETURN_TYPE_SHIFT 11
+
+// DECODER MACRO: For an OpcodeToken0 with the return type
+// determine the return type.
+#define DECODE_D3D10_SB_INSTRUCTION_RETURN_TYPE(OpcodeToken0) ((D3D10_SB_INSTRUCTION_RETURN_TYPE)(((OpcodeToken0)&D3D10_SB_INSTRUCTION_RETURN_TYPE_MASK)>>D3D10_SB_INSTRUCTION_RETURN_TYPE_SHIFT))
+// ENCODER MACRO: Encode the return type for instructions
+// in the opcode specific control range of OpcodeToken0
+#define ENCODE_D3D10_SB_INSTRUCTION_RETURN_TYPE(ReturnType) (((ReturnType)<<D3D10_SB_INSTRUCTION_RETURN_TYPE_SHIFT)&D3D10_SB_INSTRUCTION_RETURN_TYPE_MASK)
+
+// ----------------------------------------------------------------------------
+// Interface function body Declaration
+//
+// OpcodeToken0:
+//
+// [10:00] D3D10_SB_OPCODE_DCL_FUNCTION_BODY
+// [23:11] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. If it is extended, then
+// it contains the actual instruction length in DWORDs, since
+// it may not fit into 7 bits if enough operands are defined.
+//
+// OpcodeToken0 is followed by a DWORD that represents the function body
+// identifier.
+//
+// ----------------------------------------------------------------------------
+
+// ----------------------------------------------------------------------------
+// Interface function table Declaration
+//
+// OpcodeToken0:
+//
+// [10:00] D3D10_SB_OPCODE_DCL_FUNCTION_TABLE
+// [23:11] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. If it is extended, then
+// it contains the actual instruction length in DWORDs, since
+// it may not fit into 7 bits if enough functions are defined.
+//
+// OpcodeToken0 is followed by a DWORD that represents the function table
+// identifier and another DWORD (TableLength) that gives the number of
+// functions in the table.
+//
+// This is followed by TableLength DWORDs which are function body indices.
+//
+// ----------------------------------------------------------------------------
+
+// ----------------------------------------------------------------------------
+// Interface Declaration
+//
+// OpcodeToken0:
+//
+// [10:00] D3D10_SB_OPCODE_DCL_INTERFACE
+// [11] 1 if the interface is indexed dynamically, 0 otherwise.
+// [23:12] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. If it is extended, then
+// it contains the actual instruction length in DWORDs, since
+// it may not fit into 7 bits if enough types are used.
+//
+// OpcodeToken0 is followed by a DWORD that represents the interface
+// identifier. Next is a DWORD that gives the expected function table
+// length. Then another DWORD (OpcodeToken3) with the following layout:
+//
+// [15:00] TableLength, the number of types that implement this interface
+// [31:16] ArrayLength, the number of interfaces that are defined in this array.
+//
+// This is followed by TableLength DWORDs which are function table
+// identifiers, representing possible tables for a given interface.
+//
+// ----------------------------------------------------------------------------
+
+#define D3D11_SB_INTERFACE_INDEXED_BIT_MASK 0x00000800
+#define D3D11_SB_INTERFACE_INDEXED_BIT_SHIFT 11
+
+#define D3D11_SB_INTERFACE_TABLE_LENGTH_MASK 0x0000ffff
+#define D3D11_SB_INTERFACE_TABLE_LENGTH_SHIFT 0
+
+#define D3D11_SB_INTERFACE_ARRAY_LENGTH_MASK 0xffff0000
+#define D3D11_SB_INTERFACE_ARRAY_LENGTH_SHIFT 16
+
+// get/set the indexed bit for an interface definition
+#define DECODE_D3D11_SB_INTERFACE_INDEXED_BIT(OpcodeToken0) ((((OpcodeToken0)&D3D11_SB_INTERFACE_INDEXED_BIT_MASK)>>D3D11_SB_INTERFACE_INDEXED_BIT_SHIFT) ? true : false)
+#define ENCODE_D3D11_SB_INTERFACE_INDEXED_BIT(IndexedBit) (((IndexedBit)<<D3D11_SB_INTERFACE_INDEXED_BIT_SHIFT)&D3D11_SB_INTERFACE_INDEXED_BIT_MASK)
+
+// get/set the table length for an interface definition
+#define DECODE_D3D11_SB_INTERFACE_TABLE_LENGTH(OpcodeToken0) ((UINT)(((OpcodeToken0)&D3D11_SB_INTERFACE_TABLE_LENGTH_MASK)>>D3D11_SB_INTERFACE_TABLE_LENGTH_SHIFT))
+#define ENCODE_D3D11_SB_INTERFACE_TABLE_LENGTH(TableLength) (((TableLength)<<D3D11_SB_INTERFACE_TABLE_LENGTH_SHIFT)&D3D11_SB_INTERFACE_TABLE_LENGTH_MASK)
+
+// get/set the array length for an interface definition
+#define DECODE_D3D11_SB_INTERFACE_ARRAY_LENGTH(OpcodeToken0) ((UINT)(((OpcodeToken0)&D3D11_SB_INTERFACE_ARRAY_LENGTH_MASK)>>D3D11_SB_INTERFACE_ARRAY_LENGTH_SHIFT))
+#define ENCODE_D3D11_SB_INTERFACE_ARRAY_LENGTH(ArrayLength) (((ArrayLength)<<D3D11_SB_INTERFACE_ARRAY_LENGTH_SHIFT)&D3D11_SB_INTERFACE_ARRAY_LENGTH_MASK)
+
+// ----------------------------------------------------------------------------
+// Interface call
+//
+// OpcodeToken0:
+//
+// [10:00] D3D10_SB_OPCODE_INTERFACE_CALL
+// [23:11] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. If it is extended, then
+// it contains the actual instruction length in DWORDs, since
+// it may not fit into 7 bits if enough types are used.
+//
+// OpcodeToken0 is followed by a DWORD that gives the function index to
+// call in the function table specified for the given interface.
+// Next is the interface operand.
+//
+// ----------------------------------------------------------------------------
+
+// ----------------------------------------------------------------------------
+// Thread Group Declaration (Compute Shader)
+//
+// OpcodeToken0:
+//
+// [10:00] D3D11_SB_OPCODE_DCL_THREAD_GROUP
+// [23:11] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. If it is extended, then
+// it contains the actual instruction length in DWORDs, since
+// it may not fit into 7 bits if enough types are used.
+//
+// OpcodeToken0 is followed by 3 DWORDs, the Thread Group dimensions as UINT32:
+// x, y, z
+//
+// ----------------------------------------------------------------------------
+
+// ----------------------------------------------------------------------------
+// Typed Unordered Access View Declaration
+//
+// OpcodeToken0:
+//
+// [10:00] D3D11_SB_OPCODE_DCL_UNORDERED_ACCESS_VIEW_TYPED
+// [15:11] D3D10_SB_RESOURCE_DIMENSION
+// [16:16] D3D11_SB_GLOBALLY_COHERENT_ACCESS or 0 (LOCALLY_COHERENT)
+// [17:17] D3D11_SB_RASTERIZER_ORDERED_ACCESS or 0
+// [23:18] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// OpcodeToken0 is followed by 2 operands on Shader Models 4.0 through 5.0:
+// (1) an operand, starting with OperandToken0, defining which
+// u# register (D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW) is being declared.
+// (2) a Resource Return Type token (ResourceReturnTypeToken)
+//
+// OpcodeToken0 is followed by 3 operands on Shader Model 5.1 and later:
+// (1) an operand, starting with OperandToken0, defining which
+// u# register (D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW) is being declared.
+// The indexing dimension for the register must be D3D10_SB_OPERAND_INDEX_DIMENSION_3D,
+// and the meaning of the index dimensions are as follows: (u<id>[<lbound>:<ubound>])
+// 1 <id>: variable ID being declared
+// 2 <lbound>: the lower bound of the range of UAV's in the space
+// 3 <ubound>: the upper bound (inclusive) of this range
+// As opposed to when the u# is used in shader instructions, where the register
+// must be D3D10_SB_OPERAND_INDEX_DIMENSION_2D, and the meaning of the index
+// dimensions are as follows: (u<id>[<idx>]):
+// 1 <id>: variable ID being used (matches dcl)
+// 2 <idx>: absolute index of uav within space (may be dynamically indexed)
+// (2) a Resource Return Type token (ResourceReturnTypeToken)
+// (3) a DWORD indicating the space index.
+//
+// ----------------------------------------------------------------------------
+// UAV access scope flags
+#define D3D11_SB_GLOBALLY_COHERENT_ACCESS 0x00010000
+#define D3D11_SB_ACCESS_COHERENCY_MASK 0x00010000
+
+// DECODER MACRO: Retrieve flags for sync instruction from OpcodeToken0.
+#define DECODE_D3D11_SB_ACCESS_COHERENCY_FLAGS(OperandToken0) ((OperandToken0)&D3D11_SB_ACCESS_COHERENCY_MASK)
+
+// ENCODER MACRO: Given a set of sync instruciton flags, encode them in OpcodeToken0.
+#define ENCODE_D3D11_SB_ACCESS_COHERENCY_FLAGS(Flags) ((Flags)&D3D11_SB_ACCESS_COHERENCY_MASK)
+
+// Additional UAV access flags
+#define D3D11_SB_RASTERIZER_ORDERED_ACCESS 0x00020000
+
+// Resource flags mask. Use to retrieve all resource flags, including the order preserving counter.
+#define D3D11_SB_RESOURCE_FLAGS_MASK (D3D11_SB_GLOBALLY_COHERENT_ACCESS|D3D11_SB_RASTERIZER_ORDERED_ACCESS|D3D11_SB_UAV_HAS_ORDER_PRESERVING_COUNTER)
+
+// DECODER MACRO: Retrieve UAV access flags for from OpcodeToken0.
+#define DECODE_D3D11_SB_RESOURCE_FLAGS(OperandToken0) ((OperandToken0)&D3D11_SB_RESOURCE_FLAGS_MASK)
+
+// ENCODER MACRO: Given UAV access flags, encode them in OpcodeToken0.
+#define ENCODE_D3D11_SB_RESOURCE_FLAGS(Flags) ((Flags)&D3D11_SB_RESOURCE_FLAGS_MASK)
+
+// ----------------------------------------------------------------------------
+// Raw Unordered Access View Declaration
+//
+// OpcodeToken0:
+//
+// [10:00] D3D11_SB_OPCODE_DCL_UNORDERED_ACCESS_VIEW_RAW
+// [15:11] Ignored, 0
+// [16:16] D3D11_SB_GLOBALLY_COHERENT_ACCESS or 0 (LOCALLY_COHERENT)
+// [17:17] D3D11_SB_RASTERIZER_ORDERED_ACCESS or 0
+// [23:18] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// OpcodeToken0 is followed by 1 operand on Shader Models 4.0 through 5.0:
+// (1) an operand, starting with OperandToken0, defining which
+// u# register (D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW) is being declared.
+//
+// OpcodeToken0 is followed by 2 operands on Shader Model 5.1 and later:
+// (1) an operand, starting with OperandToken0, defining which
+// u# register (D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW) is being declared.
+// The indexing dimension for the register must be D3D10_SB_OPERAND_INDEX_DIMENSION_3D,
+// and the meaning of the index dimensions are as follows: (u<id>[<lbound>:<ubound>])
+// 1 <id>: variable ID being declared
+// 2 <lbound>: the lower bound of the range of UAV's in the space
+// 3 <ubound>: the upper bound (inclusive) of this range
+// As opposed to when the u# is used in shader instructions, where the register
+// must be D3D10_SB_OPERAND_INDEX_DIMENSION_2D, and the meaning of the index
+// dimensions are as follows: (u<id>[<idx>]):
+// 1 <id>: variable ID being used (matches dcl)
+// 2 <idx>: absolute index of uav within space (may be dynamically indexed)
+// (2) a DWORD indicating the space index.
+//
+// ----------------------------------------------------------------------------
+
+// ----------------------------------------------------------------------------
+// Structured Unordered Access View Declaration
+//
+// OpcodeToken0:
+//
+// [10:00] D3D11_SB_OPCODE_DCL_UNORDERED_ACCESS_VIEW_STRUCTURED
+// [15:11] Ignored, 0
+// [16:16] D3D11_SB_GLOBALLY_COHERENT_ACCESS or 0 (LOCALLY_COHERENT)
+// [17:17] D3D11_SB_RASTERIZER_ORDERED_ACCESS or 0
+// [22:18] Ignored, 0
+// [23:23] D3D11_SB_UAV_HAS_ORDER_PRESERVING_COUNTER or 0
+//
+// The presence of this flag means that if a UAV is bound to the
+// corresponding slot, it must have been created with
+// D3D11_BUFFER_UAV_FLAG_COUNTER at the API. Also, the shader
+// can contain either imm_atomic_alloc or _consume instructions
+// operating on the given UAV.
+//
+// If this flag is not present, the shader can still contain
+// either imm_atomic_alloc or imm_atomic_consume instructions for
+// this UAV. But if such instructions are present in this case,
+// and a UAV is bound corresponding slot, it must have been created
+// with the D3D11_BUFFER_UAV_FLAG_APPEND flag at the API.
+// Append buffers have a counter as well, but values returned
+// to the shader are only valid for the lifetime of the shader
+// invocation.
+//
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// OpcodeToken0 is followed by 2 operands:
+// (1) an operand, starting with OperandToken0, defining which
+// u# register (D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW) is
+// being declared.
+// (2) a DWORD indicating UINT32 byte stride
+//
+// OpcodeToken0 is followed by 3 operands on Shader Model 5.1 and later:
+// (1) an operand, starting with OperandToken0, defining which
+// u# register (D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW) is being declared.
+// The indexing dimension for the register must be D3D10_SB_OPERAND_INDEX_DIMENSION_3D,
+// and the meaning of the index dimensions are as follows: (u<id>[<lbound>:<ubound>])
+// 1 <id>: variable ID being declared
+// 2 <lbound>: the lower bound of the range of UAV's in the space
+// 3 <ubound>: the upper bound (inclusive) of this range
+// As opposed to when the u# is used in shader instructions, where the register
+// must be D3D10_SB_OPERAND_INDEX_DIMENSION_2D, and the meaning of the index
+// dimensions are as follows: (u<id>[<idx>]):
+// 1 <id>: variable ID being used (matches dcl)
+// 2 <idx>: absolute index of uav within space (may be dynamically indexed)
+// (2) a DWORD indicating UINT32 byte stride
+// (3) a DWORD indicating the space index.
+//
+// ----------------------------------------------------------------------------
+// UAV flags
+#define D3D11_SB_UAV_HAS_ORDER_PRESERVING_COUNTER 0x00800000
+#define D3D11_SB_UAV_FLAGS_MASK 0x00800000
+
+// DECODER MACRO: Retrieve flags about UAV from OpcodeToken0.
+#define DECODE_D3D11_SB_UAV_FLAGS(OperandToken0) ((OperandToken0)&D3D11_SB_UAV_FLAGS_MASK)
+
+// ENCODER MACRO: Given a set of UAV flags, encode them in OpcodeToken0.
+#define ENCODE_D3D11_SB_UAV_FLAGS(Flags) ((Flags)&D3D11_SB_UAV_FLAGS_MASK)
+
+// ----------------------------------------------------------------------------
+// Raw Thread Group Shared Memory Declaration
+//
+// OpcodeToken0:
+//
+// [10:00] D3D11_SB_OPCODE_DCL_THREAD_GROUP_SHARED_MEMORY_RAW
+// [23:11] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// OpcodeToken0 is followed by 2 operands:
+// (1) an operand, starting with OperandToken0, defining which
+// g# register (D3D11_SB_OPERAND_TYPE_THREAD_GROUP_SHARED_MEMORY) is being declared.
+// (2) a DWORD indicating the byte count, which must be a multiple of 4.
+//
+// ----------------------------------------------------------------------------
+
+// ----------------------------------------------------------------------------
+// Structured Thread Group Shared Memory Declaration
+//
+// OpcodeToken0:
+//
+// [10:00] D3D11_SB_OPCODE_DCL_THREAD_GROUP_SHARED_MEMORY_STRUCTURED
+// [23:11] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// OpcodeToken0 is followed by 3 operands:
+// (1) an operand, starting with OperandToken0, defining which
+// g# register (D3D11_SB_OPERAND_TYPE_THREAD_GROUP_SHARED_MEMORY) is
+// being declared.
+// (2) a DWORD indicating UINT32 struct byte stride
+// (3) a DWORD indicating UINT32 struct count
+//
+// ----------------------------------------------------------------------------
+
+// ----------------------------------------------------------------------------
+// Raw Shader Resource View Declaration
+//
+// OpcodeToken0:
+//
+// [10:00] D3D11_SB_OPCODE_DCL_RESOURCE_RAW
+// [23:11] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// OpcodeToken0 is followed by 1 operand:
+// (1) an operand, starting with OperandToken0, defining which
+// t# register (D3D10_SB_OPERAND_TYPE_RESOURCE) is being declared.
+//
+// OpcodeToken0 is followed by 2 operands on Shader Model 5.1 and later:
+// (1) an operand, starting with OperandToken0, defining which
+// t# register (D3D10_SB_OPERAND_TYPE_RESOURCE) is being declared.
+// The indexing dimension for the register must be D3D10_SB_OPERAND_INDEX_DIMENSION_3D,
+// and the meaning of the index dimensions are as follows: (t<id>[<lbound>:<ubound>])
+// 1 <id>: variable ID being declared
+// 2 <lbound>: the lower bound of the range of resources in the space
+// 3 <ubound>: the upper bound (inclusive) of this range
+// As opposed to when the t# is used in shader instructions, where the register
+// must be D3D10_SB_OPERAND_INDEX_DIMENSION_2D, and the meaning of the index
+// dimensions are as follows: (t<id>[<idx>]):
+// 1 <id>: variable ID being used (matches dcl)
+// 2 <idx>: absolute index of resource within space (may be dynamically indexed)
+// (2) a DWORD indicating the space index.
+//
+// ----------------------------------------------------------------------------
+
+// ----------------------------------------------------------------------------
+// Structured Shader Resource View Declaration
+//
+// OpcodeToken0:
+//
+// [10:00] D3D11_SB_OPCODE_DCL_RESOURCE_STRUCTURED
+// [23:11] Ignored, 0
+// [30:24] Instruction length in DWORDs including the opcode token.
+// [31] 0 normally. 1 if extended operand definition, meaning next DWORD
+// contains extended operand description. This dcl is currently not
+// extended.
+//
+// OpcodeToken0 is followed by 2 operands:
+// (1) an operand, starting with OperandToken0, defining which
+// g# register (D3D10_SB_OPERAND_TYPE_RESOURCE) is
+// being declared.
+// (2) a DWORD indicating UINT32 struct byte stride
+//
+// OpcodeToken0 is followed by 3 operands on Shader Model 5.1 and later:
+// (1) an operand, starting with OperandToken0, defining which
+// t# register (D3D10_SB_OPERAND_TYPE_RESOURCE) is being declared.
+// The indexing dimension for the register must be D3D10_SB_OPERAND_INDEX_DIMENSION_3D,
+// and the meaning of the index dimensions are as follows: (t<id>[<lbound>:<ubound>])
+// 1 <id>: variable ID being declared
+// 2 <lbound>: the lower bound of the range of resources in the space
+// 3 <ubound>: the upper bound (inclusive) of this range
+// As opposed to when the t# is used in shader instructions, where the register
+// must be D3D10_SB_OPERAND_INDEX_DIMENSION_2D, and the meaning of the index
+// dimensions are as follows: (t<id>[<idx>]):
+// 1 <id>: variable ID being used (matches dcl)
+// 2 <idx>: absolute index of resource within space (may be dynamically indexed)
+// (2) a DWORD indicating UINT32 struct byte stride
+// (3) a DWORD indicating the space index.
+//
+// ----------------------------------------------------------------------------
+
+#endif /* WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP | WINAPI_PARTITION_GAMES) */
+#pragma endregion