public static uint D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(D3D12_SHADER_COMPONENT_MAPPING Src0, D3D12_SHADER_COMPONENT_MAPPING Src1, D3D12_SHADER_COMPONENT_MAPPING Src2, D3D12_SHADER_COMPONENT_MAPPING Src3)
 {
     return(((uint)Src0 & D3D12_SHADER_COMPONENT_MAPPING_MASK)
            | (((uint)Src1 & D3D12_SHADER_COMPONENT_MAPPING_MASK) << unchecked ((int)D3D12_SHADER_COMPONENT_MAPPING_SHIFT))
            | (((uint)Src2 & D3D12_SHADER_COMPONENT_MAPPING_MASK) << (unchecked ((int)D3D12_SHADER_COMPONENT_MAPPING_SHIFT) * 2))
            | (((uint)Src3 & D3D12_SHADER_COMPONENT_MAPPING_MASK) << (unchecked ((int)D3D12_SHADER_COMPONENT_MAPPING_SHIFT) * 3))
            | D3D12_SHADER_COMPONENT_MAPPING_ALWAYS_SET_BIT_AVOIDING_ZEROMEM_MISTAKES);
 }
示例#2
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 public static D3D12_SHADER_COMPONENT_MAPPING DECODE_SHADER_4_COMPONENT_MAPPING(D3D12_SHADER_COMPONENT_MAPPING ComponentToExtract, D3D12_SHADER_COMPONENT_MAPPING Mapping)
 {
     return((D3D12_SHADER_COMPONENT_MAPPING)((uint)(Mapping) >> (SHADER_COMPONENT_MAPPING_SHIFT * (int)(ComponentToExtract)) & SHADER_COMPONENT_MAPPING_MASK));
 }
示例#3
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 public static D3D12_SHADER_COMPONENT_MAPPING ENCODE_SHADER_4_COMPONENT_MAPPING(D3D12_SHADER_COMPONENT_MAPPING Src0, D3D12_SHADER_COMPONENT_MAPPING Src1, D3D12_SHADER_COMPONENT_MAPPING Src2, D3D12_SHADER_COMPONENT_MAPPING Src3)
 {
     return((D3D12_SHADER_COMPONENT_MAPPING)(((uint)(Src0) & SHADER_COMPONENT_MAPPING_MASK)
                                             | (((uint)(Src1) & SHADER_COMPONENT_MAPPING_MASK) << SHADER_COMPONENT_MAPPING_SHIFT)
                                             | (((uint)(Src2) & SHADER_COMPONENT_MAPPING_MASK) << (SHADER_COMPONENT_MAPPING_SHIFT * 2))
                                             | (((uint)(Src3) & SHADER_COMPONENT_MAPPING_MASK) << (SHADER_COMPONENT_MAPPING_SHIFT * 3))
                                             | SHADER_COMPONENT_MAPPING_ALWAYS_SET_BIT_AVOIDING_ZEROMEM_MISTAKES));
 }