@@ -21,34 +21,36 @@ SHADER_FEATURE_FLAG(1, 17, ComputeShadersPlusRawAndStructuredBuffers, "CS4 raw
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SHADER_FEATURE_FLAG(2, 16, UAVsAtEveryStage, "UAVs at every shader stage")
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SHADER_FEATURE_FLAG(3, 15, Max64UAVs, "64 UAV slots")
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SHADER_FEATURE_FLAG(4, -1, MinimumPrecision, "Minimum-precision data types")
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- SHADER_FEATURE_FLAG(5, 6, DX11_1_DoubleExtensions , "Double-precision extensions for 11.1 ")
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- SHADER_FEATURE_FLAG(6, 7, DX11_1_ShaderExtensions , "Shader extensions for 11.1 ")
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+ SHADER_FEATURE_FLAG(5, 6, DoubleExtensions , "Double-precision extensions")
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+ SHADER_FEATURE_FLAG(6, 7, EnableMSAD , "Masked sum of absolute differences ")
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SHADER_FEATURE_FLAG(7, 14, LEVEL9ComparisonFiltering, "Comparison filtering for feature level 9")
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SHADER_FEATURE_FLAG(8, 12, TiledResources, "Tiled resources")
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- SHADER_FEATURE_FLAG(9, 11, StencilRef, "PS Output Stencil Ref ")
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- SHADER_FEATURE_FLAG(10, 10, InnerCoverage, "PS Inner Coverage ")
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- SHADER_FEATURE_FLAG(11, 13, TypedUAVLoadAdditionalFormats, "Typed UAV Load Additional Formats ")
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- SHADER_FEATURE_FLAG(12, 18, ROVs, "Raster Ordered UAVs ")
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- SHADER_FEATURE_FLAG(13, 9, ViewportAndRTArrayIndexFromAnyShaderFeedingRasterizer, "SV_RenderTargetArrayIndex or SV_ViewportArrayIndex from any shader feeding rasterizer")
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- SHADER_FEATURE_FLAG(14, 19, WaveOps, "Wave level operations")
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- SHADER_FEATURE_FLAG(15, 20, Int64Ops, "64-Bit integer ")
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- SHADER_FEATURE_FLAG(16, 21, ViewID, "View Instancing ")
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+ SHADER_FEATURE_FLAG(9, 11, StencilRef, "Stencil reference value ")
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+ SHADER_FEATURE_FLAG(10, 10, InnerCoverage, "Inner coverage ")
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+ SHADER_FEATURE_FLAG(11, 13, TypedUAVLoadAdditionalFormats, "Typed UAV load additional formats ")
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+ SHADER_FEATURE_FLAG(12, 18, ROVs, "Rasterizer order views ")
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+ SHADER_FEATURE_FLAG(13, 9, ViewportAndRTArrayIndexFromAnyShaderFeedingRasterizer, "View port or render target array index from any shader feeding rasterizer")
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+ SHADER_FEATURE_FLAG(14, 19, WaveOps, "Wave- level operations")
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+ SHADER_FEATURE_FLAG(15, 20, Int64Ops, "64-bit integers ")
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+ SHADER_FEATURE_FLAG(16, 21, ViewID, "View instancing ")
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SHADER_FEATURE_FLAG(17, 22, Barycentrics, "Barycentrics")
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- SHADER_FEATURE_FLAG(18, -1, NativeLowPrecision, "Use native low precision")
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- SHADER_FEATURE_FLAG(19, 24, ShadingRate, "Shading Rate ")
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+ SHADER_FEATURE_FLAG(18, -1, NativeLowPrecision, "Use native low- precision data types ")
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+ SHADER_FEATURE_FLAG(19, 24, ShadingRate, "Variable-rate shading ")
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SHADER_FEATURE_FLAG(20, 25, Raytracing_Tier_1_1, "Raytracing tier 1.1 features")
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SHADER_FEATURE_FLAG(21, 26, SamplerFeedback, "Sampler feedback")
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- SHADER_FEATURE_FLAG(22, 27, AtomicInt64OnTypedResource, "64-bit Atomics on Typed Resources ")
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- SHADER_FEATURE_FLAG(23, 28, AtomicInt64OnGroupShared, "64-bit Atomics on Group Shared ")
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+ SHADER_FEATURE_FLAG(22, 27, AtomicInt64OnTypedResource, "64-bit integer atomics on typed resources ")
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+ SHADER_FEATURE_FLAG(23, 28, AtomicInt64OnGroupShared, "64-bit integer atomics on group shared ")
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SHADER_FEATURE_FLAG(24, 29, DerivativesInMeshAndAmpShaders, "Derivatives in mesh and amplification shaders")
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SHADER_FEATURE_FLAG(25, 30, ResourceDescriptorHeapIndexing, "Resource descriptor heap indexing")
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SHADER_FEATURE_FLAG(26, 31, SamplerDescriptorHeapIndexing, "Sampler descriptor heap indexing")
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- SHADER_FEATURE_FLAG(27, 63, RESERVED, "<RESERVED>")
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- SHADER_FEATURE_FLAG(28, 32, AtomicInt64OnHeapResource, "64-bit Atomics on Heap Resources")
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- SHADER_FEATURE_FLAG(29, 34, AdvancedTextureOps, "Advanced Texture Ops")
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- SHADER_FEATURE_FLAG(30, 35, WriteableMSAATextures, "Writeable MSAA Textures")
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+ SHADER_FEATURE_FLAG(27, 36, RESERVED, "<RESERVED>")
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+ SHADER_FEATURE_FLAG(28, 32, AtomicInt64OnHeapResource, "64-bit integer atomics on descriptor heap resources")
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+ SHADER_FEATURE_FLAG(29, 34, AdvancedTextureOps, "Advanced texture operations")
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+ SHADER_FEATURE_FLAG(30, 35, WriteableMSAATextures, "Writeable MSAA textures")
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+ SHADER_FEATURE_FLAG(31, 37, ExtendedComparisonSampling, "Expanded comparison sampling")
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+ SHADER_FEATURE_FLAG(32, 38, ExtendedCommandInfo, "Extended command information")
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- SHADER_FEATURE_FLAG(31, 36 , NextUnusedBit, "Next reserved shader flag bit (not a flag)")
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+ SHADER_FEATURE_FLAG(33, 39 , NextUnusedBit, "Next reserved shader flag bit (not a flag)")
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#undef SHADER_FEATURE_FLAG
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#endif // SHADER_FEATURE_FLAG
@@ -81,8 +83,8 @@ DXIL_MODULE_FLAG( 1, DisableMathRefactoring, "Disable math refactoring")
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DXIL_MODULE_FLAG( 3, ForceEarlyDepthStencil, "Force early depth-stencil test")
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DXIL_MODULE_FLAG( 4, EnableRawAndStructuredBuffers, "Raw and structured buffers")
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DXIL_MODULE_FLAG( 5, LowPrecisionPresent, "Low-precision data types")
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- DXIL_MODULE_FLAG( 8, AllResourcesBound, "All resources bound")
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- DXIL_MODULE_FLAG(23, UseNativeLowPrecision, "Native 16-bit types enabled ")
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+ DXIL_MODULE_FLAG( 8, AllResourcesBound, "All resources bound for the duration of shader execution ")
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+ DXIL_MODULE_FLAG(23, UseNativeLowPrecision, "Use native low-precision data types ")
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DXIL_MODULE_FLAG(33, ResMayNotAlias, "Any UAV may not alias any other UAV")
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#undef DXIL_MODULE_FLAG
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