Giovanni Mascellani (@giomasce) commented about libs/vkd3d-shader/vkd3d_shader_private.h:
- VKD3DSGF_ENABLE_CS4_RAW_STRUCTURED_BUFFERS = 0x20000,
- VKD3DSGF_ENABLE_RASTERIZER_ORDERED_VIEWS = 0x40000,
- VKD3DSGF_ENABLE_WAVE_INTRINSICS = 0x80000,
- VKD3DSGF_ENABLE_INT64 = 0x100000,
- VKD3DSGF_ENABLE_VIEWID = 0x200000,
- VKD3DSGF_ENABLE_BARYCENTRICS = 0x400000,
- VKD3DSGF_FORCE_NATIVE_LOW_PRECISION = 0x800000,
- VKD3DSGF_ENABLE_SHADINGRATE = 0x1000000,
- VKD3DSGF_ENABLE_RAYTRACING_TIER_1_1 = 0x2000000,
- VKD3DSGF_ENABLE_SAMPLER_FEEDBACK = 0x4000000,
- VKD3DSGF_ENABLE_ATOMIC_INT64_ON_TYPED_RESOURCE = 0x8000000,
- VKD3DSGF_ENABLE_ATOMIC_INT64_ON_GROUP_SHARED = 0x10000000,
- VKD3DSGF_ENABLE_DERIVATIVES_IN_MESH_AND_AMPLIFICATION_SHADERS = 0x20000000,
- VKD3DSGF_ENABLE_RESOURCE_DESCRIPTOR_HEAP_INDEXING = 0x40000000,
- VKD3DSGF_ENABLE_SAMPLER_DESCRIPTOR_HEAP_INDEXING = 0x80000000,
- VKD3DSGF_ENABLE_ATOMIC_INT64_ON_DESCRIPTOR_HEAP_RESOURCE = 0x100000000ull,
You're just following the previous style, so that's not on you, but I find more readable to use `(1ull << ...)` to express bit flags.