#[allow(unused_imports)] use crate::*;
use winapi::um::d3dcommon::*;
const D3D_NAME_BARYCENTRICS : D3D_NAME = 23;
const D3D_NAME_SHADINGRATE : D3D_NAME = 24;
const D3D_NAME_CULLPRIMITIVE : D3D_NAME = 25;
const D3D_NAME_STENCIL_REF : D3D_NAME = 69;
const D3D_NAME_INNER_COVERAGE : D3D_NAME = 70;
#[derive(Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(transparent)] pub struct Name(D3D_NAME);
enumish! {
Name => D3D_NAME;
Undefined, Position, ClipDistance, CullDistance, RenderTargetArrayIndex, ViewportArrayIndex, VertexId, PrimitiveId,
InstanceId, IsFrontFace, SampleIndex, FinalQuadEdgeTessFactor, FinalQuadInsideTessFactor, FinalTriEdgeTessFactor,
FinalTriInsideTessFactor, FinalLineDetailTessFactor, FinalLineDensityTessFactor, Barycentrics, ShadingRate,
CullPrimitive, Target, Depth, Coverage, DepthGreaterEqual, DepthLessEqual, StencilRef, InnerCoverage,
}
#[allow(missing_docs)]
#[allow(non_upper_case_globals)] impl Name { pub const Undefined : Name = Name(D3D_NAME_UNDEFINED); pub const Position : Name = Name(D3D_NAME_POSITION);
pub const ClipDistance : Name = Name(D3D_NAME_CLIP_DISTANCE);
pub const CullDistance : Name = Name(D3D_NAME_CULL_DISTANCE);
pub const RenderTargetArrayIndex : Name = Name(D3D_NAME_RENDER_TARGET_ARRAY_INDEX);
pub const ViewportArrayIndex : Name = Name(D3D_NAME_VIEWPORT_ARRAY_INDEX);
pub const VertexId : Name = Name(D3D_NAME_VERTEX_ID);
pub const PrimitiveId : Name = Name(D3D_NAME_PRIMITIVE_ID);
pub const InstanceId : Name = Name(D3D_NAME_INSTANCE_ID);
pub const IsFrontFace : Name = Name(D3D_NAME_IS_FRONT_FACE);
pub const SampleIndex : Name = Name(D3D_NAME_SAMPLE_INDEX);
pub const FinalQuadEdgeTessFactor : Name = Name(D3D_NAME_FINAL_QUAD_EDGE_TESSFACTOR);
pub const FinalQuadInsideTessFactor : Name = Name(D3D_NAME_FINAL_QUAD_INSIDE_TESSFACTOR);
pub const FinalTriEdgeTessFactor : Name = Name(D3D_NAME_FINAL_TRI_EDGE_TESSFACTOR);
pub const FinalTriInsideTessFactor : Name = Name(D3D_NAME_FINAL_TRI_INSIDE_TESSFACTOR);
pub const FinalLineDetailTessFactor : Name = Name(D3D_NAME_FINAL_LINE_DETAIL_TESSFACTOR);
pub const FinalLineDensityTessFactor : Name = Name(D3D_NAME_FINAL_LINE_DENSITY_TESSFACTOR);
pub const Barycentrics : Name = Name(D3D_NAME_BARYCENTRICS);
pub const ShadingRate : Name = Name(D3D_NAME_SHADINGRATE);
pub const CullPrimitive : Name = Name(D3D_NAME_CULLPRIMITIVE);
pub const Target : Name = Name(D3D_NAME_TARGET);
pub const Depth : Name = Name(D3D_NAME_DEPTH);
pub const Coverage : Name = Name(D3D_NAME_COVERAGE);
pub const DepthGreaterEqual : Name = Name(D3D_NAME_DEPTH_GREATER_EQUAL);
pub const DepthLessEqual : Name = Name(D3D_NAME_DEPTH_LESS_EQUAL);
pub const StencilRef : Name = Name(D3D_NAME_STENCIL_REF);
pub const InnerCoverage : Name = Name(D3D_NAME_INNER_COVERAGE);
}
#[doc(hidden)] impl Name { pub const UNDEFINED : Name = Name(D3D_NAME_UNDEFINED); pub const POSITION : Name = Name(D3D_NAME_POSITION);
pub const CLIP_DISTANCE : Name = Name(D3D_NAME_CLIP_DISTANCE);
pub const CULL_DISTANCE : Name = Name(D3D_NAME_CULL_DISTANCE);
pub const RENDER_TARGET_ARRAY_INDEX : Name = Name(D3D_NAME_RENDER_TARGET_ARRAY_INDEX);
pub const VIEWPORT_ARRAY_INDEX : Name = Name(D3D_NAME_VIEWPORT_ARRAY_INDEX);
pub const VERTEX_ID : Name = Name(D3D_NAME_VERTEX_ID);
pub const PRIMITIVE_ID : Name = Name(D3D_NAME_PRIMITIVE_ID);
pub const INSTANCE_ID : Name = Name(D3D_NAME_INSTANCE_ID);
pub const IS_FRONT_FACE : Name = Name(D3D_NAME_IS_FRONT_FACE);
pub const SAMPLE_INDEX : Name = Name(D3D_NAME_SAMPLE_INDEX);
pub const FINAL_QUAD_EDGE_TESSFACTOR : Name = Name(D3D_NAME_FINAL_QUAD_EDGE_TESSFACTOR);
pub const FINAL_QUAD_INSIDE_TESSFACTOR : Name = Name(D3D_NAME_FINAL_QUAD_INSIDE_TESSFACTOR);
pub const FINAL_TRI_EDGE_TESSFACTOR : Name = Name(D3D_NAME_FINAL_TRI_EDGE_TESSFACTOR);
pub const FINAL_TRI_INSIDE_TESSFACTOR : Name = Name(D3D_NAME_FINAL_TRI_INSIDE_TESSFACTOR);
pub const FINAL_LINE_DETAIL_TESSFACTOR : Name = Name(D3D_NAME_FINAL_LINE_DETAIL_TESSFACTOR);
pub const FINAL_LINE_DENSITY_TESSFACTOR : Name = Name(D3D_NAME_FINAL_LINE_DENSITY_TESSFACTOR);
pub const BARYCENTRICS : Name = Name(D3D_NAME_BARYCENTRICS);
pub const SHADINGRATE : Name = Name(D3D_NAME_SHADINGRATE);
pub const CULLPRIMITIVE : Name = Name(D3D_NAME_CULLPRIMITIVE);
pub const TARGET : Name = Name(D3D_NAME_TARGET);
pub const DEPTH : Name = Name(D3D_NAME_DEPTH);
pub const COVERAGE : Name = Name(D3D_NAME_COVERAGE);
pub const DEPTH_GREATER_EQUAL : Name = Name(D3D_NAME_DEPTH_GREATER_EQUAL);
pub const DEPTH_LESS_EQUAL : Name = Name(D3D_NAME_DEPTH_LESS_EQUAL);
pub const STENCIL_REF : Name = Name(D3D_NAME_STENCIL_REF);
pub const INNER_COVERAGE : Name = Name(D3D_NAME_INNER_COVERAGE);
}
impl Default for Name {
fn default() -> Self { Name::Undefined }
}