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D3D_TESSELLATOR_PARTITIONING
列挙型メンバー 10
| 名前 | 10進 | 16進 | 説明 |
|---|---|---|---|
| D3D_TESSELLATOR_PARTITIONING_UNDEFINED | 0 | 0x0 | |
| D3D_TESSELLATOR_PARTITIONING_INTEGER | 1 | 0x1 | |
| D3D_TESSELLATOR_PARTITIONING_POW2 | 2 | 0x2 | |
| D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD | 3 | 0x3 | |
| D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN | 4 | 0x4 | |
| D3D11_TESSELLATOR_PARTITIONING_UNDEFINED | 0 | 0x0 | パーティション分割の種類は未定義です。 |
| D3D11_TESSELLATOR_PARTITIONING_INTEGER | 1 | 0x1 | 整数のみで分割します。 |
| D3D11_TESSELLATOR_PARTITIONING_POW2 | 2 | 0x2 | 2 の累乗の数値のみで分割します。 |
| D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD | 3 | 0x3 | 奇数の小数値で分割します。 |
| D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN | 4 | 0x4 | 偶数の小数値で分割します。 |
公式ドキュメント
パーティション分割のオプションです。
解説(Remarks)
テッセレーション中、パーティション分割オプションは、アルゴリズムが次の分割値をどのように選択するかを決定するのに役立ちます。この列挙型は D3D11_SHADER_DESC で使用されます。
D3D11_TESSELLATOR_PARTITIONING 列挙型は、D3D11Shader.h ヘッダーファイル内で D3D_TESSELLATOR_PARTITIONING 列挙型として型定義されており、その完全な定義は D3DCommon.h ヘッダーファイルにあります。
typedef D3D_TESSELLATOR_PARTITIONING D3D11_TESSELLATOR_PARTITIONING;
出典・ライセンス: 上記「公式ドキュメント」の内容は Microsoft の Win32 API ドキュメント(MicrosoftDocs/sdk-api)を日本語に翻訳・改変したものです。© Microsoft Corporation. CC BY 4.0 で提供。
Microsoft 公式リファレンス: 英語 (en-us) · 日本語 (ja-jp) · 原文ソース (GitHub)
Microsoft 公式リファレンス: 英語 (en-us) · 日本語 (ja-jp) · 原文ソース (GitHub)
各言語での定義
列挙メンバーの定義。HSP タブは #define global(値は16進)。
typedef enum D3D_TESSELLATOR_PARTITIONING : int {
D3D_TESSELLATOR_PARTITIONING_UNDEFINED = 0,
D3D_TESSELLATOR_PARTITIONING_INTEGER = 1,
D3D_TESSELLATOR_PARTITIONING_POW2 = 2,
D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4,
D3D11_TESSELLATOR_PARTITIONING_UNDEFINED = 0,
D3D11_TESSELLATOR_PARTITIONING_INTEGER = 1,
D3D11_TESSELLATOR_PARTITIONING_POW2 = 2,
D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4
} D3D_TESSELLATOR_PARTITIONING;public enum D3D_TESSELLATOR_PARTITIONING : int
{
D3D_TESSELLATOR_PARTITIONING_UNDEFINED = 0,
D3D_TESSELLATOR_PARTITIONING_INTEGER = 1,
D3D_TESSELLATOR_PARTITIONING_POW2 = 2,
D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4,
D3D11_TESSELLATOR_PARTITIONING_UNDEFINED = 0,
D3D11_TESSELLATOR_PARTITIONING_INTEGER = 1,
D3D11_TESSELLATOR_PARTITIONING_POW2 = 2,
D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4,
}Public Enum D3D_TESSELLATOR_PARTITIONING As Integer
D3D_TESSELLATOR_PARTITIONING_UNDEFINED = 0
D3D_TESSELLATOR_PARTITIONING_INTEGER = 1
D3D_TESSELLATOR_PARTITIONING_POW2 = 2
D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3
D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4
D3D11_TESSELLATOR_PARTITIONING_UNDEFINED = 0
D3D11_TESSELLATOR_PARTITIONING_INTEGER = 1
D3D11_TESSELLATOR_PARTITIONING_POW2 = 2
D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3
D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4
End Enumimport enum
class D3D_TESSELLATOR_PARTITIONING(enum.IntEnum):
D3D_TESSELLATOR_PARTITIONING_UNDEFINED = 0
D3D_TESSELLATOR_PARTITIONING_INTEGER = 1
D3D_TESSELLATOR_PARTITIONING_POW2 = 2
D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3
D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4
D3D11_TESSELLATOR_PARTITIONING_UNDEFINED = 0
D3D11_TESSELLATOR_PARTITIONING_INTEGER = 1
D3D11_TESSELLATOR_PARTITIONING_POW2 = 2
D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3
D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4// D3D_TESSELLATOR_PARTITIONING
pub const D3D_TESSELLATOR_PARTITIONING_UNDEFINED: i32 = 0;
pub const D3D_TESSELLATOR_PARTITIONING_INTEGER: i32 = 1;
pub const D3D_TESSELLATOR_PARTITIONING_POW2: i32 = 2;
pub const D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD: i32 = 3;
pub const D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN: i32 = 4;
pub const D3D11_TESSELLATOR_PARTITIONING_UNDEFINED: i32 = 0;
pub const D3D11_TESSELLATOR_PARTITIONING_INTEGER: i32 = 1;
pub const D3D11_TESSELLATOR_PARTITIONING_POW2: i32 = 2;
pub const D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD: i32 = 3;
pub const D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN: i32 = 4;// D3D_TESSELLATOR_PARTITIONING
const (
D3D_TESSELLATOR_PARTITIONING_UNDEFINED int32 = 0
D3D_TESSELLATOR_PARTITIONING_INTEGER int32 = 1
D3D_TESSELLATOR_PARTITIONING_POW2 int32 = 2
D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD int32 = 3
D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN int32 = 4
D3D11_TESSELLATOR_PARTITIONING_UNDEFINED int32 = 0
D3D11_TESSELLATOR_PARTITIONING_INTEGER int32 = 1
D3D11_TESSELLATOR_PARTITIONING_POW2 int32 = 2
D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD int32 = 3
D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN int32 = 4
)const
D3D_TESSELLATOR_PARTITIONING_UNDEFINED = 0;
D3D_TESSELLATOR_PARTITIONING_INTEGER = 1;
D3D_TESSELLATOR_PARTITIONING_POW2 = 2;
D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3;
D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4;
D3D11_TESSELLATOR_PARTITIONING_UNDEFINED = 0;
D3D11_TESSELLATOR_PARTITIONING_INTEGER = 1;
D3D11_TESSELLATOR_PARTITIONING_POW2 = 2;
D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3;
D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4;// D3D_TESSELLATOR_PARTITIONING
pub const D3D_TESSELLATOR_PARTITIONING_UNDEFINED: i32 = 0;
pub const D3D_TESSELLATOR_PARTITIONING_INTEGER: i32 = 1;
pub const D3D_TESSELLATOR_PARTITIONING_POW2: i32 = 2;
pub const D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD: i32 = 3;
pub const D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN: i32 = 4;
pub const D3D11_TESSELLATOR_PARTITIONING_UNDEFINED: i32 = 0;
pub const D3D11_TESSELLATOR_PARTITIONING_INTEGER: i32 = 1;
pub const D3D11_TESSELLATOR_PARTITIONING_POW2: i32 = 2;
pub const D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD: i32 = 3;
pub const D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN: i32 = 4;const
D3D_TESSELLATOR_PARTITIONING_UNDEFINED* = 0
D3D_TESSELLATOR_PARTITIONING_INTEGER* = 1
D3D_TESSELLATOR_PARTITIONING_POW2* = 2
D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD* = 3
D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN* = 4
D3D11_TESSELLATOR_PARTITIONING_UNDEFINED* = 0
D3D11_TESSELLATOR_PARTITIONING_INTEGER* = 1
D3D11_TESSELLATOR_PARTITIONING_POW2* = 2
D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD* = 3
D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN* = 4enum D3D_TESSELLATOR_PARTITIONING : int {
D3D_TESSELLATOR_PARTITIONING_UNDEFINED = 0,
D3D_TESSELLATOR_PARTITIONING_INTEGER = 1,
D3D_TESSELLATOR_PARTITIONING_POW2 = 2,
D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4,
D3D11_TESSELLATOR_PARTITIONING_UNDEFINED = 0,
D3D11_TESSELLATOR_PARTITIONING_INTEGER = 1,
D3D11_TESSELLATOR_PARTITIONING_POW2 = 2,
D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4,
}#define global D3D_TESSELLATOR_PARTITIONING_UNDEFINED 0x0
#define global D3D_TESSELLATOR_PARTITIONING_INTEGER 0x1
#define global D3D_TESSELLATOR_PARTITIONING_POW2 0x2
#define global D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD 0x3
#define global D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN 0x4
#define global D3D11_TESSELLATOR_PARTITIONING_UNDEFINED 0x0
#define global D3D11_TESSELLATOR_PARTITIONING_INTEGER 0x1
#define global D3D11_TESSELLATOR_PARTITIONING_POW2 0x2
#define global D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD 0x3
#define global D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN 0x4