#pragma once

//
// The CD3DX12_PIPELINE_STATE_STREAM2 struct and dependencies extracted from
// `d3dx12_pipeline_state_stream.h`. Attribution Microsoft.
//

#include "d3d12-api.h"

#include <climits>

struct CD3DX12_DEFAULT
{};

//------------------------------------------------------------------------------------------------
struct CD3DX12_DEPTH_STENCIL_DESC : public D3D12_DEPTH_STENCIL_DESC
{
    CD3DX12_DEPTH_STENCIL_DESC() = default;
    explicit CD3DX12_DEPTH_STENCIL_DESC(const D3D12_DEPTH_STENCIL_DESC& o) noexcept
        : D3D12_DEPTH_STENCIL_DESC(o)
    {
    }
    explicit CD3DX12_DEPTH_STENCIL_DESC(CD3DX12_DEFAULT) noexcept
    {
        DepthEnable = TRUE;
        DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
        DepthFunc = D3D12_COMPARISON_FUNC_LESS;
        StencilEnable = FALSE;
        StencilReadMask = D3D12_DEFAULT_STENCIL_READ_MASK;
        StencilWriteMask = D3D12_DEFAULT_STENCIL_WRITE_MASK;
        const D3D12_DEPTH_STENCILOP_DESC defaultStencilOp =
            {D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_COMPARISON_FUNC_ALWAYS};
        FrontFace = defaultStencilOp;
        BackFace = defaultStencilOp;
    }
    explicit CD3DX12_DEPTH_STENCIL_DESC(
        BOOL depthEnable,
        D3D12_DEPTH_WRITE_MASK depthWriteMask,
        D3D12_COMPARISON_FUNC depthFunc,
        BOOL stencilEnable,
        UINT8 stencilReadMask,
        UINT8 stencilWriteMask,
        D3D12_STENCIL_OP frontStencilFailOp,
        D3D12_STENCIL_OP frontStencilDepthFailOp,
        D3D12_STENCIL_OP frontStencilPassOp,
        D3D12_COMPARISON_FUNC frontStencilFunc,
        D3D12_STENCIL_OP backStencilFailOp,
        D3D12_STENCIL_OP backStencilDepthFailOp,
        D3D12_STENCIL_OP backStencilPassOp,
        D3D12_COMPARISON_FUNC backStencilFunc
    ) noexcept
    {
        DepthEnable = depthEnable;
        DepthWriteMask = depthWriteMask;
        DepthFunc = depthFunc;
        StencilEnable = stencilEnable;
        StencilReadMask = stencilReadMask;
        StencilWriteMask = stencilWriteMask;
        FrontFace.StencilFailOp = frontStencilFailOp;
        FrontFace.StencilDepthFailOp = frontStencilDepthFailOp;
        FrontFace.StencilPassOp = frontStencilPassOp;
        FrontFace.StencilFunc = frontStencilFunc;
        BackFace.StencilFailOp = backStencilFailOp;
        BackFace.StencilDepthFailOp = backStencilDepthFailOp;
        BackFace.StencilPassOp = backStencilPassOp;
        BackFace.StencilFunc = backStencilFunc;
    }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_DEPTH_STENCIL_DESC1 : public D3D12_DEPTH_STENCIL_DESC1
{
    CD3DX12_DEPTH_STENCIL_DESC1() = default;
    explicit CD3DX12_DEPTH_STENCIL_DESC1(const D3D12_DEPTH_STENCIL_DESC1& o) noexcept
        : D3D12_DEPTH_STENCIL_DESC1(o)
    {
    }
    explicit CD3DX12_DEPTH_STENCIL_DESC1(const D3D12_DEPTH_STENCIL_DESC& o) noexcept
    {
        DepthEnable = o.DepthEnable;
        DepthWriteMask = o.DepthWriteMask;
        DepthFunc = o.DepthFunc;
        StencilEnable = o.StencilEnable;
        StencilReadMask = o.StencilReadMask;
        StencilWriteMask = o.StencilWriteMask;
        FrontFace.StencilFailOp = o.FrontFace.StencilFailOp;
        FrontFace.StencilDepthFailOp = o.FrontFace.StencilDepthFailOp;
        FrontFace.StencilPassOp = o.FrontFace.StencilPassOp;
        FrontFace.StencilFunc = o.FrontFace.StencilFunc;
        BackFace.StencilFailOp = o.BackFace.StencilFailOp;
        BackFace.StencilDepthFailOp = o.BackFace.StencilDepthFailOp;
        BackFace.StencilPassOp = o.BackFace.StencilPassOp;
        BackFace.StencilFunc = o.BackFace.StencilFunc;
        DepthBoundsTestEnable = FALSE;
    }
    explicit CD3DX12_DEPTH_STENCIL_DESC1(CD3DX12_DEFAULT) noexcept
    {
        DepthEnable = TRUE;
        DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
        DepthFunc = D3D12_COMPARISON_FUNC_LESS;
        StencilEnable = FALSE;
        StencilReadMask = D3D12_DEFAULT_STENCIL_READ_MASK;
        StencilWriteMask = D3D12_DEFAULT_STENCIL_WRITE_MASK;
        const D3D12_DEPTH_STENCILOP_DESC defaultStencilOp =
            {D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_COMPARISON_FUNC_ALWAYS};
        FrontFace = defaultStencilOp;
        BackFace = defaultStencilOp;
        DepthBoundsTestEnable = FALSE;
    }
    explicit CD3DX12_DEPTH_STENCIL_DESC1(
        BOOL depthEnable,
        D3D12_DEPTH_WRITE_MASK depthWriteMask,
        D3D12_COMPARISON_FUNC depthFunc,
        BOOL stencilEnable,
        UINT8 stencilReadMask,
        UINT8 stencilWriteMask,
        D3D12_STENCIL_OP frontStencilFailOp,
        D3D12_STENCIL_OP frontStencilDepthFailOp,
        D3D12_STENCIL_OP frontStencilPassOp,
        D3D12_COMPARISON_FUNC frontStencilFunc,
        D3D12_STENCIL_OP backStencilFailOp,
        D3D12_STENCIL_OP backStencilDepthFailOp,
        D3D12_STENCIL_OP backStencilPassOp,
        D3D12_COMPARISON_FUNC backStencilFunc,
        BOOL depthBoundsTestEnable
    ) noexcept
    {
        DepthEnable = depthEnable;
        DepthWriteMask = depthWriteMask;
        DepthFunc = depthFunc;
        StencilEnable = stencilEnable;
        StencilReadMask = stencilReadMask;
        StencilWriteMask = stencilWriteMask;
        FrontFace.StencilFailOp = frontStencilFailOp;
        FrontFace.StencilDepthFailOp = frontStencilDepthFailOp;
        FrontFace.StencilPassOp = frontStencilPassOp;
        FrontFace.StencilFunc = frontStencilFunc;
        BackFace.StencilFailOp = backStencilFailOp;
        BackFace.StencilDepthFailOp = backStencilDepthFailOp;
        BackFace.StencilPassOp = backStencilPassOp;
        BackFace.StencilFunc = backStencilFunc;
        DepthBoundsTestEnable = depthBoundsTestEnable;
    }
    operator D3D12_DEPTH_STENCIL_DESC() const noexcept
    {
        D3D12_DEPTH_STENCIL_DESC D;
        D.DepthEnable = DepthEnable;
        D.DepthWriteMask = DepthWriteMask;
        D.DepthFunc = DepthFunc;
        D.StencilEnable = StencilEnable;
        D.StencilReadMask = StencilReadMask;
        D.StencilWriteMask = StencilWriteMask;
        D.FrontFace.StencilFailOp = FrontFace.StencilFailOp;
        D.FrontFace.StencilDepthFailOp = FrontFace.StencilDepthFailOp;
        D.FrontFace.StencilPassOp = FrontFace.StencilPassOp;
        D.FrontFace.StencilFunc = FrontFace.StencilFunc;
        D.BackFace.StencilFailOp = BackFace.StencilFailOp;
        D.BackFace.StencilDepthFailOp = BackFace.StencilDepthFailOp;
        D.BackFace.StencilPassOp = BackFace.StencilPassOp;
        D.BackFace.StencilFunc = BackFace.StencilFunc;
        return D;
    }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_BLEND_DESC : public D3D12_BLEND_DESC
{
    CD3DX12_BLEND_DESC() = default;
    explicit CD3DX12_BLEND_DESC(const D3D12_BLEND_DESC& o) noexcept
        : D3D12_BLEND_DESC(o)
    {
    }
    explicit CD3DX12_BLEND_DESC(CD3DX12_DEFAULT) noexcept
    {
        AlphaToCoverageEnable = FALSE;
        IndependentBlendEnable = FALSE;
        const D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc = {
            FALSE,
            FALSE,
            D3D12_BLEND_ONE,
            D3D12_BLEND_ZERO,
            D3D12_BLEND_OP_ADD,
            D3D12_BLEND_ONE,
            D3D12_BLEND_ZERO,
            D3D12_BLEND_OP_ADD,
            D3D12_LOGIC_OP_NOOP,
            D3D12_COLOR_WRITE_ENABLE_ALL,
        };
        for (UINT i = 0; i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
            RenderTarget[i] = defaultRenderTargetBlendDesc;
    }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_RASTERIZER_DESC : public D3D12_RASTERIZER_DESC
{
    CD3DX12_RASTERIZER_DESC() = default;
    explicit CD3DX12_RASTERIZER_DESC(const D3D12_RASTERIZER_DESC& o) noexcept
        : D3D12_RASTERIZER_DESC(o)
    {
    }
    explicit CD3DX12_RASTERIZER_DESC(CD3DX12_DEFAULT) noexcept
    {
        FillMode = D3D12_FILL_MODE_SOLID;
        CullMode = D3D12_CULL_MODE_BACK;
        FrontCounterClockwise = FALSE;
        DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
        DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
        SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
        DepthClipEnable = TRUE;
        MultisampleEnable = FALSE;
        AntialiasedLineEnable = FALSE;
        ForcedSampleCount = 0;
        ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
    }
    explicit CD3DX12_RASTERIZER_DESC(
        D3D12_FILL_MODE fillMode,
        D3D12_CULL_MODE cullMode,
        BOOL frontCounterClockwise,
        INT depthBias,
        FLOAT depthBiasClamp,
        FLOAT slopeScaledDepthBias,
        BOOL depthClipEnable,
        BOOL multisampleEnable,
        BOOL antialiasedLineEnable,
        UINT forcedSampleCount,
        D3D12_CONSERVATIVE_RASTERIZATION_MODE conservativeRaster
    ) noexcept
    {
        FillMode = fillMode;
        CullMode = cullMode;
        FrontCounterClockwise = frontCounterClockwise;
        DepthBias = depthBias;
        DepthBiasClamp = depthBiasClamp;
        SlopeScaledDepthBias = slopeScaledDepthBias;
        DepthClipEnable = depthClipEnable;
        MultisampleEnable = multisampleEnable;
        AntialiasedLineEnable = antialiasedLineEnable;
        ForcedSampleCount = forcedSampleCount;
        ConservativeRaster = conservativeRaster;
    }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_VIEW_INSTANCING_DESC : public D3D12_VIEW_INSTANCING_DESC
{
    CD3DX12_VIEW_INSTANCING_DESC() = default;
    explicit CD3DX12_VIEW_INSTANCING_DESC(const D3D12_VIEW_INSTANCING_DESC& o) noexcept
        : D3D12_VIEW_INSTANCING_DESC(o)
    {
    }
    explicit CD3DX12_VIEW_INSTANCING_DESC(CD3DX12_DEFAULT) noexcept
    {
        ViewInstanceCount = 0;
        pViewInstanceLocations = nullptr;
        Flags = D3D12_VIEW_INSTANCING_FLAG_NONE;
    }
    explicit CD3DX12_VIEW_INSTANCING_DESC(
        UINT InViewInstanceCount,
        const D3D12_VIEW_INSTANCE_LOCATION* InViewInstanceLocations,
        D3D12_VIEW_INSTANCING_FLAGS InFlags
    ) noexcept
    {
        ViewInstanceCount = InViewInstanceCount;
        pViewInstanceLocations = InViewInstanceLocations;
        Flags = InFlags;
    }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_RT_FORMAT_ARRAY : public D3D12_RT_FORMAT_ARRAY
{
    CD3DX12_RT_FORMAT_ARRAY() = default;
    explicit CD3DX12_RT_FORMAT_ARRAY(const D3D12_RT_FORMAT_ARRAY& o) noexcept
        : D3D12_RT_FORMAT_ARRAY(o)
    {
    }
    explicit CD3DX12_RT_FORMAT_ARRAY(_In_reads_(NumFormats) const DXGI_FORMAT* pFormats, UINT NumFormats) noexcept
    {
        NumRenderTargets = NumFormats;
        memcpy(RTFormats, pFormats, sizeof(RTFormats));
        // assumes ARRAY_SIZE(pFormats) == ARRAY_SIZE(RTFormats)
    }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_SHADER_BYTECODE : public D3D12_SHADER_BYTECODE
{
    CD3DX12_SHADER_BYTECODE() = default;
    explicit CD3DX12_SHADER_BYTECODE(const D3D12_SHADER_BYTECODE& o) noexcept
        : D3D12_SHADER_BYTECODE(o)
    {
    }
    CD3DX12_SHADER_BYTECODE(_In_ ID3DBlob* pShaderBlob) noexcept
    {
        pShaderBytecode = pShaderBlob->GetBufferPointer();
        BytecodeLength = pShaderBlob->GetBufferSize();
    }
    CD3DX12_SHADER_BYTECODE(const void* _pShaderBytecode, SIZE_T bytecodeLength) noexcept
    {
        pShaderBytecode = _pShaderBytecode;
        BytecodeLength = bytecodeLength;
    }
};

struct DefaultSampleMask
{
    operator UINT() noexcept { return UINT_MAX; }
};
struct DefaultSampleDesc
{
    operator DXGI_SAMPLE_DESC() noexcept { return DXGI_SAMPLE_DESC{1, 0}; }
};

#ifdef _MSC_VER
#pragma warning(push)
#pragma warning(disable : 4324)
#endif
template<typename InnerStructType, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE Type, typename DefaultArg = InnerStructType>
class alignas(void*) CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT
{
private:
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE pssType;
    InnerStructType pssInner;

public:
    CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT() noexcept
        : pssType(Type)
        , pssInner(DefaultArg())
    {
    }
    CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT(const InnerStructType& i) noexcept
        : pssType(Type)
        , pssInner(i)
    {
    }
    CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT& operator=(const InnerStructType& i) noexcept
    {
        pssType = Type;
        pssInner = i;
        return *this;
    }
    operator const InnerStructType&() const noexcept { return pssInner; }
    operator InnerStructType&() noexcept { return pssInner; }
    InnerStructType* operator&() noexcept { return &pssInner; }
    const InnerStructType* operator&() const noexcept { return &pssInner; }
};
#ifdef _MSC_VER
#pragma warning(pop)
#endif

typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<D3D12_PIPELINE_STATE_FLAGS, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_FLAGS>
    CD3DX12_PIPELINE_STATE_STREAM_FLAGS;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<UINT, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_NODE_MASK>
    CD3DX12_PIPELINE_STATE_STREAM_NODE_MASK;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    ID3D12RootSignature*,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_ROOT_SIGNATURE>
    CD3DX12_PIPELINE_STATE_STREAM_ROOT_SIGNATURE;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    D3D12_INPUT_LAYOUT_DESC,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_INPUT_LAYOUT>
    CD3DX12_PIPELINE_STATE_STREAM_INPUT_LAYOUT;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    D3D12_INDEX_BUFFER_STRIP_CUT_VALUE,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_IB_STRIP_CUT_VALUE>
    CD3DX12_PIPELINE_STATE_STREAM_IB_STRIP_CUT_VALUE;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    D3D12_PRIMITIVE_TOPOLOGY_TYPE,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PRIMITIVE_TOPOLOGY>
    CD3DX12_PIPELINE_STATE_STREAM_PRIMITIVE_TOPOLOGY;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<D3D12_SHADER_BYTECODE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_VS>
    CD3DX12_PIPELINE_STATE_STREAM_VS;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<D3D12_SHADER_BYTECODE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_GS>
    CD3DX12_PIPELINE_STATE_STREAM_GS;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    D3D12_STREAM_OUTPUT_DESC,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_STREAM_OUTPUT>
    CD3DX12_PIPELINE_STATE_STREAM_STREAM_OUTPUT;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<D3D12_SHADER_BYTECODE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_HS>
    CD3DX12_PIPELINE_STATE_STREAM_HS;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<D3D12_SHADER_BYTECODE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DS>
    CD3DX12_PIPELINE_STATE_STREAM_DS;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<D3D12_SHADER_BYTECODE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PS>
    CD3DX12_PIPELINE_STATE_STREAM_PS;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<D3D12_SHADER_BYTECODE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_AS>
    CD3DX12_PIPELINE_STATE_STREAM_AS;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<D3D12_SHADER_BYTECODE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_MS>
    CD3DX12_PIPELINE_STATE_STREAM_MS;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<D3D12_SHADER_BYTECODE, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_CS>
    CD3DX12_PIPELINE_STATE_STREAM_CS;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    CD3DX12_BLEND_DESC,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_BLEND,
    CD3DX12_DEFAULT>
    CD3DX12_PIPELINE_STATE_STREAM_BLEND_DESC;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    CD3DX12_DEPTH_STENCIL_DESC,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL,
    CD3DX12_DEFAULT>
    CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    CD3DX12_DEPTH_STENCIL_DESC1,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL1,
    CD3DX12_DEFAULT>
    CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL1;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<DXGI_FORMAT, D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL_FORMAT>
    CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL_FORMAT;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    CD3DX12_RASTERIZER_DESC,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RASTERIZER,
    CD3DX12_DEFAULT>
    CD3DX12_PIPELINE_STATE_STREAM_RASTERIZER;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    D3D12_RT_FORMAT_ARRAY,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RENDER_TARGET_FORMATS>
    CD3DX12_PIPELINE_STATE_STREAM_RENDER_TARGET_FORMATS;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    DXGI_SAMPLE_DESC,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_SAMPLE_DESC,
    DefaultSampleDesc>
    CD3DX12_PIPELINE_STATE_STREAM_SAMPLE_DESC;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    UINT,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_SAMPLE_MASK,
    DefaultSampleMask>
    CD3DX12_PIPELINE_STATE_STREAM_SAMPLE_MASK;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    D3D12_CACHED_PIPELINE_STATE,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_CACHED_PSO>
    CD3DX12_PIPELINE_STATE_STREAM_CACHED_PSO;
typedef CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT<
    CD3DX12_VIEW_INSTANCING_DESC,
    D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_VIEW_INSTANCING,
    CD3DX12_DEFAULT>
    CD3DX12_PIPELINE_STATE_STREAM_VIEW_INSTANCING;

struct D3DX12_MESH_SHADER_PIPELINE_STATE_DESC
{
    ID3D12RootSignature* pRootSignature;
    D3D12_SHADER_BYTECODE AS;
    D3D12_SHADER_BYTECODE MS;
    D3D12_SHADER_BYTECODE PS;
    D3D12_BLEND_DESC BlendState;
    UINT SampleMask;
    D3D12_RASTERIZER_DESC RasterizerState;
    D3D12_DEPTH_STENCIL_DESC DepthStencilState;
    D3D12_PRIMITIVE_TOPOLOGY_TYPE PrimitiveTopologyType;
    UINT NumRenderTargets;
    DXGI_FORMAT RTVFormats[D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT];
    DXGI_FORMAT DSVFormat;
    DXGI_SAMPLE_DESC SampleDesc;
    UINT NodeMask;
    D3D12_CACHED_PIPELINE_STATE CachedPSO;
    D3D12_PIPELINE_STATE_FLAGS Flags;
};

// CD3DX12_PIPELINE_STATE_STREAM2 Works on OS Build 19041+ (where there is a new mesh shader pipeline).
// Use CD3DX12_PIPELINE_STATE_STREAM1 for OS Build 16299+ (where there is a new view instancing subobject).
// Use CD3DX12_PIPELINE_STATE_STREAM for OS Build 15063+ support.
struct CD3DX12_PIPELINE_STATE_STREAM2
{
    CD3DX12_PIPELINE_STATE_STREAM2() = default;
    // Mesh and amplification shaders must be set manually, since they do not have representation in
    // D3D12_GRAPHICS_PIPELINE_STATE_DESC
    CD3DX12_PIPELINE_STATE_STREAM2(const D3D12_GRAPHICS_PIPELINE_STATE_DESC& Desc) noexcept
        : Flags(Desc.Flags)
        , NodeMask(Desc.NodeMask)
        , pRootSignature(Desc.pRootSignature)
        , InputLayout(Desc.InputLayout)
        , IBStripCutValue(Desc.IBStripCutValue)
        , PrimitiveTopologyType(Desc.PrimitiveTopologyType)
        , VS(Desc.VS)
        , GS(Desc.GS)
        , StreamOutput(Desc.StreamOutput)
        , HS(Desc.HS)
        , DS(Desc.DS)
        , PS(Desc.PS)
        , BlendState(CD3DX12_BLEND_DESC(Desc.BlendState))
        , DepthStencilState(CD3DX12_DEPTH_STENCIL_DESC1(Desc.DepthStencilState))
        , DSVFormat(Desc.DSVFormat)
        , RasterizerState(CD3DX12_RASTERIZER_DESC(Desc.RasterizerState))
        , RTVFormats(CD3DX12_RT_FORMAT_ARRAY(Desc.RTVFormats, Desc.NumRenderTargets))
        , SampleDesc(Desc.SampleDesc)
        , SampleMask(Desc.SampleMask)
        , CachedPSO(Desc.CachedPSO)
        , ViewInstancingDesc(CD3DX12_VIEW_INSTANCING_DESC(CD3DX12_DEFAULT()))
    {
    }
    CD3DX12_PIPELINE_STATE_STREAM2(const D3DX12_MESH_SHADER_PIPELINE_STATE_DESC& Desc) noexcept
        : Flags(Desc.Flags)
        , NodeMask(Desc.NodeMask)
        , pRootSignature(Desc.pRootSignature)
        , PrimitiveTopologyType(Desc.PrimitiveTopologyType)
        , PS(Desc.PS)
        , AS(Desc.AS)
        , MS(Desc.MS)
        , BlendState(CD3DX12_BLEND_DESC(Desc.BlendState))
        , DepthStencilState(CD3DX12_DEPTH_STENCIL_DESC1(Desc.DepthStencilState))
        , DSVFormat(Desc.DSVFormat)
        , RasterizerState(CD3DX12_RASTERIZER_DESC(Desc.RasterizerState))
        , RTVFormats(CD3DX12_RT_FORMAT_ARRAY(Desc.RTVFormats, Desc.NumRenderTargets))
        , SampleDesc(Desc.SampleDesc)
        , SampleMask(Desc.SampleMask)
        , CachedPSO(Desc.CachedPSO)
        , ViewInstancingDesc(CD3DX12_VIEW_INSTANCING_DESC(CD3DX12_DEFAULT()))
    {
    }
    CD3DX12_PIPELINE_STATE_STREAM2(const D3D12_COMPUTE_PIPELINE_STATE_DESC& Desc) noexcept
        : Flags(Desc.Flags)
        , NodeMask(Desc.NodeMask)
        , pRootSignature(Desc.pRootSignature)
        , CS(CD3DX12_SHADER_BYTECODE(Desc.CS))
        , CachedPSO(Desc.CachedPSO)
    {
        static_cast<D3D12_DEPTH_STENCIL_DESC1&>(DepthStencilState).DepthEnable = false;
    }
    CD3DX12_PIPELINE_STATE_STREAM_FLAGS Flags;
    CD3DX12_PIPELINE_STATE_STREAM_NODE_MASK NodeMask;
    CD3DX12_PIPELINE_STATE_STREAM_ROOT_SIGNATURE pRootSignature;
    CD3DX12_PIPELINE_STATE_STREAM_INPUT_LAYOUT InputLayout;
    CD3DX12_PIPELINE_STATE_STREAM_IB_STRIP_CUT_VALUE IBStripCutValue;
    CD3DX12_PIPELINE_STATE_STREAM_PRIMITIVE_TOPOLOGY PrimitiveTopologyType;
    CD3DX12_PIPELINE_STATE_STREAM_VS VS;
    CD3DX12_PIPELINE_STATE_STREAM_GS GS;
    CD3DX12_PIPELINE_STATE_STREAM_STREAM_OUTPUT StreamOutput;
    CD3DX12_PIPELINE_STATE_STREAM_HS HS;
    CD3DX12_PIPELINE_STATE_STREAM_DS DS;
    CD3DX12_PIPELINE_STATE_STREAM_PS PS;
    CD3DX12_PIPELINE_STATE_STREAM_AS AS;
    CD3DX12_PIPELINE_STATE_STREAM_MS MS;
    CD3DX12_PIPELINE_STATE_STREAM_CS CS;
    CD3DX12_PIPELINE_STATE_STREAM_BLEND_DESC BlendState;
    CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL1 DepthStencilState;
    CD3DX12_PIPELINE_STATE_STREAM_DEPTH_STENCIL_FORMAT DSVFormat;
    CD3DX12_PIPELINE_STATE_STREAM_RASTERIZER RasterizerState;
    CD3DX12_PIPELINE_STATE_STREAM_RENDER_TARGET_FORMATS RTVFormats;
    CD3DX12_PIPELINE_STATE_STREAM_SAMPLE_DESC SampleDesc;
    CD3DX12_PIPELINE_STATE_STREAM_SAMPLE_MASK SampleMask;
    CD3DX12_PIPELINE_STATE_STREAM_CACHED_PSO CachedPSO;
    CD3DX12_PIPELINE_STATE_STREAM_VIEW_INSTANCING ViewInstancingDesc;
    D3D12_GRAPHICS_PIPELINE_STATE_DESC GraphicsDescV0() const noexcept
    {
        D3D12_GRAPHICS_PIPELINE_STATE_DESC D;
        D.Flags = this->Flags;
        D.NodeMask = this->NodeMask;
        D.pRootSignature = this->pRootSignature;
        D.InputLayout = this->InputLayout;
        D.IBStripCutValue = this->IBStripCutValue;
        D.PrimitiveTopologyType = this->PrimitiveTopologyType;
        D.VS = this->VS;
        D.GS = this->GS;
        D.StreamOutput = this->StreamOutput;
        D.HS = this->HS;
        D.DS = this->DS;
        D.PS = this->PS;
        D.BlendState = this->BlendState;
        D.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC1(D3D12_DEPTH_STENCIL_DESC1(this->DepthStencilState));
        D.DSVFormat = this->DSVFormat;
        D.RasterizerState = this->RasterizerState;
        D.NumRenderTargets = D3D12_RT_FORMAT_ARRAY(this->RTVFormats).NumRenderTargets;
        memcpy(D.RTVFormats, D3D12_RT_FORMAT_ARRAY(this->RTVFormats).RTFormats, sizeof(D.RTVFormats));
        D.SampleDesc = this->SampleDesc;
        D.SampleMask = this->SampleMask;
        D.CachedPSO = this->CachedPSO;
        return D;
    }
    D3D12_COMPUTE_PIPELINE_STATE_DESC ComputeDescV0() const noexcept
    {
        D3D12_COMPUTE_PIPELINE_STATE_DESC D;
        D.Flags = this->Flags;
        D.NodeMask = this->NodeMask;
        D.pRootSignature = this->pRootSignature;
        D.CS = this->CS;
        D.CachedPSO = this->CachedPSO;
        return D;
    }
};
