#[allow(unused_imports)] use crate::*;
use winapi::um::d3dcompiler::*;
const D3D_BLOB_DEBUG_NAME : D3D_BLOB_PART = 12;
#[derive(Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(transparent)] pub struct BlobPart(D3D_BLOB_PART);
#[doc(hidden)] pub use BlobPart as Blob;
enumish! {
BlobPart => D3D_BLOB_PART;
InputSignatureBlob, OutputSignatureBlob, InputAndOutputSignatureBlob, PatchConstantSignatureBlob, AllSignatureBlob,
DebugInfo, LegacyShader, XnaPrepassShader, XnaShader, Pdb, PrivateData, RootSignature, DebugName,
TestAlternateShader, TestCompileDetails, TestCompilePerf, TestCompileReport,
}
#[allow(missing_docs)]
#[allow(non_upper_case_globals)] impl Blob { pub const InputSignatureBlob : Blob = Blob(D3D_BLOB_INPUT_SIGNATURE_BLOB);
pub const OutputSignatureBlob : Blob = Blob(D3D_BLOB_OUTPUT_SIGNATURE_BLOB);
pub const InputAndOutputSignatureBlob : Blob = Blob(D3D_BLOB_INPUT_AND_OUTPUT_SIGNATURE_BLOB);
pub const PatchConstantSignatureBlob : Blob = Blob(D3D_BLOB_PATCH_CONSTANT_SIGNATURE_BLOB);
pub const AllSignatureBlob : Blob = Blob(D3D_BLOB_ALL_SIGNATURE_BLOB);
pub const DebugInfo : Blob = Blob(D3D_BLOB_DEBUG_INFO);
pub const LegacyShader : Blob = Blob(D3D_BLOB_LEGACY_SHADER);
pub const XnaPrepassShader : Blob = Blob(D3D_BLOB_XNA_PREPASS_SHADER);
pub const XnaShader : Blob = Blob(D3D_BLOB_XNA_SHADER);
pub const Pdb : Blob = Blob(D3D_BLOB_PDB);
pub const PrivateData : Blob = Blob(D3D_BLOB_PRIVATE_DATA);
pub const RootSignature : Blob = Blob(D3D_BLOB_ROOT_SIGNATURE);
pub const DebugName : Blob = Blob(D3D_BLOB_DEBUG_NAME);
pub const TestAlternateShader : Blob = Blob(D3D_BLOB_TEST_ALTERNATE_SHADER);
pub const TestCompileDetails : Blob = Blob(D3D_BLOB_TEST_COMPILE_DETAILS);
pub const TestCompilePerf : Blob = Blob(D3D_BLOB_TEST_COMPILE_PERF);
pub const TestCompileReport : Blob = Blob(D3D_BLOB_TEST_COMPILE_REPORT);
}
#[doc(hidden)] impl Blob { pub const INPUT_SIGNATURE_BLOB : Blob = Blob(D3D_BLOB_INPUT_SIGNATURE_BLOB);
pub const OUTPUT_SIGNATURE_BLOB : Blob = Blob(D3D_BLOB_OUTPUT_SIGNATURE_BLOB);
pub const INPUT_AND_OUTPUT_SIGNATURE_BLOB : Blob = Blob(D3D_BLOB_INPUT_AND_OUTPUT_SIGNATURE_BLOB);
pub const PATCH_CONSTANT_SIGNATURE_BLOB : Blob = Blob(D3D_BLOB_PATCH_CONSTANT_SIGNATURE_BLOB);
pub const ALL_SIGNATURE_BLOB : Blob = Blob(D3D_BLOB_ALL_SIGNATURE_BLOB);
pub const DEBUG_INFO : Blob = Blob(D3D_BLOB_DEBUG_INFO);
pub const LEGACY_SHADER : Blob = Blob(D3D_BLOB_LEGACY_SHADER);
pub const XNA_PREPASS_SHADER : Blob = Blob(D3D_BLOB_XNA_PREPASS_SHADER);
pub const XNA_SHADER : Blob = Blob(D3D_BLOB_XNA_SHADER);
pub const PDB : Blob = Blob(D3D_BLOB_PDB);
pub const PRIVATE_DATA : Blob = Blob(D3D_BLOB_PRIVATE_DATA);
pub const ROOT_SIGNATURE : Blob = Blob(D3D_BLOB_ROOT_SIGNATURE);
pub const DEBUG_NAME : Blob = Blob(D3D_BLOB_DEBUG_NAME);
pub const TEST_ALTERNATE_SHADER : Blob = Blob(D3D_BLOB_TEST_ALTERNATE_SHADER);
pub const TEST_COMPILE_DETAILS : Blob = Blob(D3D_BLOB_TEST_COMPILE_DETAILS);
pub const TEST_COMPILE_PERF : Blob = Blob(D3D_BLOB_TEST_COMPILE_PERF);
pub const TEST_COMPILE_REPORT : Blob = Blob(D3D_BLOB_TEST_COMPILE_REPORT);
}
impl Default for Blob {
fn default() -> Self { Blob(0) }
}