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D3D10_DEVICE_STATE_TYPES

列挙型
基底型i4

メンバー 24

名前10進16進説明
D3D10_DST_SO_BUFFERS10x1ストリーム出力バッファーです。
D3D10_DST_OM_RENDER_TARGETS20x2レンダー ターゲットです。
D3D10_DST_OM_DEPTH_STENCIL_STATE30x3深度ステンシル ステートです。
D3D10_DST_OM_BLEND_STATE40x4ブレンド ステートです。
D3D10_DST_VS50x5頂点シェーダーです。
D3D10_DST_VS_SAMPLERS60x6頂点シェーダーのサンプラーです。
D3D10_DST_VS_SHADER_RESOURCES70x7頂点シェーダーのリソースです。
D3D10_DST_VS_CONSTANT_BUFFERS80x8頂点シェーダーの定数バッファーです。
D3D10_DST_GS90x9ジオメトリ シェーダーです。
D3D10_DST_GS_SAMPLERS100xAジオメトリ シェーダーのサンプラーです。
D3D10_DST_GS_SHADER_RESOURCES110xBジオメトリ シェーダーのリソースです。
D3D10_DST_GS_CONSTANT_BUFFERS120xCジオメトリ シェーダーの定数バッファーです。
D3D10_DST_PS130xDピクセル シェーダーです。
D3D10_DST_PS_SAMPLERS140xEピクセル シェーダーのサンプラーです。
D3D10_DST_PS_SHADER_RESOURCES150xFピクセル シェーダーのリソースです。
D3D10_DST_PS_CONSTANT_BUFFERS160x10ピクセル シェーダーの定数バッファーです。
D3D10_DST_IA_VERTEX_BUFFERS170x11入力アセンブラーの頂点バッファーです。
D3D10_DST_IA_INDEX_BUFFER180x12入力アセンブラーのインデックス バッファーです。
D3D10_DST_IA_INPUT_LAYOUT190x13入力アセンブラーの入力レイアウトです。
D3D10_DST_IA_PRIMITIVE_TOPOLOGY200x14入力アセンブラーのプリミティブ トポロジーです。
D3D10_DST_RS_VIEWPORTS210x15ビューポートです。
D3D10_DST_RS_SCISSOR_RECTS220x16シザー矩形です。
D3D10_DST_RS_RASTERIZER_STATE230x17ラスタライザー ステートです。
D3D10_DST_PREDICATION240x18プレディケーション (述語判定) の状態です。

公式ドキュメント

エフェクトのデバイス状態の種類です。

解説(Remarks)

この列挙型は、D3D10StateBlockMaskDisableCaptureD3D10StateBlockMaskEnableCapture、および D3D10StateBlockMaskGetSetting で使用されます。

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)

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 D3D10_DEVICE_STATE_TYPES : int {
    D3D10_DST_SO_BUFFERS = 1,
    D3D10_DST_OM_RENDER_TARGETS = 2,
    D3D10_DST_OM_DEPTH_STENCIL_STATE = 3,
    D3D10_DST_OM_BLEND_STATE = 4,
    D3D10_DST_VS = 5,
    D3D10_DST_VS_SAMPLERS = 6,
    D3D10_DST_VS_SHADER_RESOURCES = 7,
    D3D10_DST_VS_CONSTANT_BUFFERS = 8,
    D3D10_DST_GS = 9,
    D3D10_DST_GS_SAMPLERS = 10,
    D3D10_DST_GS_SHADER_RESOURCES = 11,
    D3D10_DST_GS_CONSTANT_BUFFERS = 12,
    D3D10_DST_PS = 13,
    D3D10_DST_PS_SAMPLERS = 14,
    D3D10_DST_PS_SHADER_RESOURCES = 15,
    D3D10_DST_PS_CONSTANT_BUFFERS = 16,
    D3D10_DST_IA_VERTEX_BUFFERS = 17,
    D3D10_DST_IA_INDEX_BUFFER = 18,
    D3D10_DST_IA_INPUT_LAYOUT = 19,
    D3D10_DST_IA_PRIMITIVE_TOPOLOGY = 20,
    D3D10_DST_RS_VIEWPORTS = 21,
    D3D10_DST_RS_SCISSOR_RECTS = 22,
    D3D10_DST_RS_RASTERIZER_STATE = 23,
    D3D10_DST_PREDICATION = 24
} D3D10_DEVICE_STATE_TYPES;
public enum D3D10_DEVICE_STATE_TYPES : int
{
    D3D10_DST_SO_BUFFERS = 1,
    D3D10_DST_OM_RENDER_TARGETS = 2,
    D3D10_DST_OM_DEPTH_STENCIL_STATE = 3,
    D3D10_DST_OM_BLEND_STATE = 4,
    D3D10_DST_VS = 5,
    D3D10_DST_VS_SAMPLERS = 6,
    D3D10_DST_VS_SHADER_RESOURCES = 7,
    D3D10_DST_VS_CONSTANT_BUFFERS = 8,
    D3D10_DST_GS = 9,
    D3D10_DST_GS_SAMPLERS = 10,
    D3D10_DST_GS_SHADER_RESOURCES = 11,
    D3D10_DST_GS_CONSTANT_BUFFERS = 12,
    D3D10_DST_PS = 13,
    D3D10_DST_PS_SAMPLERS = 14,
    D3D10_DST_PS_SHADER_RESOURCES = 15,
    D3D10_DST_PS_CONSTANT_BUFFERS = 16,
    D3D10_DST_IA_VERTEX_BUFFERS = 17,
    D3D10_DST_IA_INDEX_BUFFER = 18,
    D3D10_DST_IA_INPUT_LAYOUT = 19,
    D3D10_DST_IA_PRIMITIVE_TOPOLOGY = 20,
    D3D10_DST_RS_VIEWPORTS = 21,
    D3D10_DST_RS_SCISSOR_RECTS = 22,
    D3D10_DST_RS_RASTERIZER_STATE = 23,
    D3D10_DST_PREDICATION = 24,
}
Public Enum D3D10_DEVICE_STATE_TYPES As Integer
    D3D10_DST_SO_BUFFERS = 1
    D3D10_DST_OM_RENDER_TARGETS = 2
    D3D10_DST_OM_DEPTH_STENCIL_STATE = 3
    D3D10_DST_OM_BLEND_STATE = 4
    D3D10_DST_VS = 5
    D3D10_DST_VS_SAMPLERS = 6
    D3D10_DST_VS_SHADER_RESOURCES = 7
    D3D10_DST_VS_CONSTANT_BUFFERS = 8
    D3D10_DST_GS = 9
    D3D10_DST_GS_SAMPLERS = 10
    D3D10_DST_GS_SHADER_RESOURCES = 11
    D3D10_DST_GS_CONSTANT_BUFFERS = 12
    D3D10_DST_PS = 13
    D3D10_DST_PS_SAMPLERS = 14
    D3D10_DST_PS_SHADER_RESOURCES = 15
    D3D10_DST_PS_CONSTANT_BUFFERS = 16
    D3D10_DST_IA_VERTEX_BUFFERS = 17
    D3D10_DST_IA_INDEX_BUFFER = 18
    D3D10_DST_IA_INPUT_LAYOUT = 19
    D3D10_DST_IA_PRIMITIVE_TOPOLOGY = 20
    D3D10_DST_RS_VIEWPORTS = 21
    D3D10_DST_RS_SCISSOR_RECTS = 22
    D3D10_DST_RS_RASTERIZER_STATE = 23
    D3D10_DST_PREDICATION = 24
End Enum
import enum

class D3D10_DEVICE_STATE_TYPES(enum.IntEnum):
    D3D10_DST_SO_BUFFERS = 1
    D3D10_DST_OM_RENDER_TARGETS = 2
    D3D10_DST_OM_DEPTH_STENCIL_STATE = 3
    D3D10_DST_OM_BLEND_STATE = 4
    D3D10_DST_VS = 5
    D3D10_DST_VS_SAMPLERS = 6
    D3D10_DST_VS_SHADER_RESOURCES = 7
    D3D10_DST_VS_CONSTANT_BUFFERS = 8
    D3D10_DST_GS = 9
    D3D10_DST_GS_SAMPLERS = 10
    D3D10_DST_GS_SHADER_RESOURCES = 11
    D3D10_DST_GS_CONSTANT_BUFFERS = 12
    D3D10_DST_PS = 13
    D3D10_DST_PS_SAMPLERS = 14
    D3D10_DST_PS_SHADER_RESOURCES = 15
    D3D10_DST_PS_CONSTANT_BUFFERS = 16
    D3D10_DST_IA_VERTEX_BUFFERS = 17
    D3D10_DST_IA_INDEX_BUFFER = 18
    D3D10_DST_IA_INPUT_LAYOUT = 19
    D3D10_DST_IA_PRIMITIVE_TOPOLOGY = 20
    D3D10_DST_RS_VIEWPORTS = 21
    D3D10_DST_RS_SCISSOR_RECTS = 22
    D3D10_DST_RS_RASTERIZER_STATE = 23
    D3D10_DST_PREDICATION = 24
// D3D10_DEVICE_STATE_TYPES
pub const D3D10_DST_SO_BUFFERS: i32 = 1;
pub const D3D10_DST_OM_RENDER_TARGETS: i32 = 2;
pub const D3D10_DST_OM_DEPTH_STENCIL_STATE: i32 = 3;
pub const D3D10_DST_OM_BLEND_STATE: i32 = 4;
pub const D3D10_DST_VS: i32 = 5;
pub const D3D10_DST_VS_SAMPLERS: i32 = 6;
pub const D3D10_DST_VS_SHADER_RESOURCES: i32 = 7;
pub const D3D10_DST_VS_CONSTANT_BUFFERS: i32 = 8;
pub const D3D10_DST_GS: i32 = 9;
pub const D3D10_DST_GS_SAMPLERS: i32 = 10;
pub const D3D10_DST_GS_SHADER_RESOURCES: i32 = 11;
pub const D3D10_DST_GS_CONSTANT_BUFFERS: i32 = 12;
pub const D3D10_DST_PS: i32 = 13;
pub const D3D10_DST_PS_SAMPLERS: i32 = 14;
pub const D3D10_DST_PS_SHADER_RESOURCES: i32 = 15;
pub const D3D10_DST_PS_CONSTANT_BUFFERS: i32 = 16;
pub const D3D10_DST_IA_VERTEX_BUFFERS: i32 = 17;
pub const D3D10_DST_IA_INDEX_BUFFER: i32 = 18;
pub const D3D10_DST_IA_INPUT_LAYOUT: i32 = 19;
pub const D3D10_DST_IA_PRIMITIVE_TOPOLOGY: i32 = 20;
pub const D3D10_DST_RS_VIEWPORTS: i32 = 21;
pub const D3D10_DST_RS_SCISSOR_RECTS: i32 = 22;
pub const D3D10_DST_RS_RASTERIZER_STATE: i32 = 23;
pub const D3D10_DST_PREDICATION: i32 = 24;
// D3D10_DEVICE_STATE_TYPES
const (
	D3D10_DST_SO_BUFFERS int32 = 1
	D3D10_DST_OM_RENDER_TARGETS int32 = 2
	D3D10_DST_OM_DEPTH_STENCIL_STATE int32 = 3
	D3D10_DST_OM_BLEND_STATE int32 = 4
	D3D10_DST_VS int32 = 5
	D3D10_DST_VS_SAMPLERS int32 = 6
	D3D10_DST_VS_SHADER_RESOURCES int32 = 7
	D3D10_DST_VS_CONSTANT_BUFFERS int32 = 8
	D3D10_DST_GS int32 = 9
	D3D10_DST_GS_SAMPLERS int32 = 10
	D3D10_DST_GS_SHADER_RESOURCES int32 = 11
	D3D10_DST_GS_CONSTANT_BUFFERS int32 = 12
	D3D10_DST_PS int32 = 13
	D3D10_DST_PS_SAMPLERS int32 = 14
	D3D10_DST_PS_SHADER_RESOURCES int32 = 15
	D3D10_DST_PS_CONSTANT_BUFFERS int32 = 16
	D3D10_DST_IA_VERTEX_BUFFERS int32 = 17
	D3D10_DST_IA_INDEX_BUFFER int32 = 18
	D3D10_DST_IA_INPUT_LAYOUT int32 = 19
	D3D10_DST_IA_PRIMITIVE_TOPOLOGY int32 = 20
	D3D10_DST_RS_VIEWPORTS int32 = 21
	D3D10_DST_RS_SCISSOR_RECTS int32 = 22
	D3D10_DST_RS_RASTERIZER_STATE int32 = 23
	D3D10_DST_PREDICATION int32 = 24
)
const
  D3D10_DST_SO_BUFFERS = 1;
  D3D10_DST_OM_RENDER_TARGETS = 2;
  D3D10_DST_OM_DEPTH_STENCIL_STATE = 3;
  D3D10_DST_OM_BLEND_STATE = 4;
  D3D10_DST_VS = 5;
  D3D10_DST_VS_SAMPLERS = 6;
  D3D10_DST_VS_SHADER_RESOURCES = 7;
  D3D10_DST_VS_CONSTANT_BUFFERS = 8;
  D3D10_DST_GS = 9;
  D3D10_DST_GS_SAMPLERS = 10;
  D3D10_DST_GS_SHADER_RESOURCES = 11;
  D3D10_DST_GS_CONSTANT_BUFFERS = 12;
  D3D10_DST_PS = 13;
  D3D10_DST_PS_SAMPLERS = 14;
  D3D10_DST_PS_SHADER_RESOURCES = 15;
  D3D10_DST_PS_CONSTANT_BUFFERS = 16;
  D3D10_DST_IA_VERTEX_BUFFERS = 17;
  D3D10_DST_IA_INDEX_BUFFER = 18;
  D3D10_DST_IA_INPUT_LAYOUT = 19;
  D3D10_DST_IA_PRIMITIVE_TOPOLOGY = 20;
  D3D10_DST_RS_VIEWPORTS = 21;
  D3D10_DST_RS_SCISSOR_RECTS = 22;
  D3D10_DST_RS_RASTERIZER_STATE = 23;
  D3D10_DST_PREDICATION = 24;
// D3D10_DEVICE_STATE_TYPES
pub const D3D10_DST_SO_BUFFERS: i32 = 1;
pub const D3D10_DST_OM_RENDER_TARGETS: i32 = 2;
pub const D3D10_DST_OM_DEPTH_STENCIL_STATE: i32 = 3;
pub const D3D10_DST_OM_BLEND_STATE: i32 = 4;
pub const D3D10_DST_VS: i32 = 5;
pub const D3D10_DST_VS_SAMPLERS: i32 = 6;
pub const D3D10_DST_VS_SHADER_RESOURCES: i32 = 7;
pub const D3D10_DST_VS_CONSTANT_BUFFERS: i32 = 8;
pub const D3D10_DST_GS: i32 = 9;
pub const D3D10_DST_GS_SAMPLERS: i32 = 10;
pub const D3D10_DST_GS_SHADER_RESOURCES: i32 = 11;
pub const D3D10_DST_GS_CONSTANT_BUFFERS: i32 = 12;
pub const D3D10_DST_PS: i32 = 13;
pub const D3D10_DST_PS_SAMPLERS: i32 = 14;
pub const D3D10_DST_PS_SHADER_RESOURCES: i32 = 15;
pub const D3D10_DST_PS_CONSTANT_BUFFERS: i32 = 16;
pub const D3D10_DST_IA_VERTEX_BUFFERS: i32 = 17;
pub const D3D10_DST_IA_INDEX_BUFFER: i32 = 18;
pub const D3D10_DST_IA_INPUT_LAYOUT: i32 = 19;
pub const D3D10_DST_IA_PRIMITIVE_TOPOLOGY: i32 = 20;
pub const D3D10_DST_RS_VIEWPORTS: i32 = 21;
pub const D3D10_DST_RS_SCISSOR_RECTS: i32 = 22;
pub const D3D10_DST_RS_RASTERIZER_STATE: i32 = 23;
pub const D3D10_DST_PREDICATION: i32 = 24;
const
  D3D10_DST_SO_BUFFERS* = 1
  D3D10_DST_OM_RENDER_TARGETS* = 2
  D3D10_DST_OM_DEPTH_STENCIL_STATE* = 3
  D3D10_DST_OM_BLEND_STATE* = 4
  D3D10_DST_VS* = 5
  D3D10_DST_VS_SAMPLERS* = 6
  D3D10_DST_VS_SHADER_RESOURCES* = 7
  D3D10_DST_VS_CONSTANT_BUFFERS* = 8
  D3D10_DST_GS* = 9
  D3D10_DST_GS_SAMPLERS* = 10
  D3D10_DST_GS_SHADER_RESOURCES* = 11
  D3D10_DST_GS_CONSTANT_BUFFERS* = 12
  D3D10_DST_PS* = 13
  D3D10_DST_PS_SAMPLERS* = 14
  D3D10_DST_PS_SHADER_RESOURCES* = 15
  D3D10_DST_PS_CONSTANT_BUFFERS* = 16
  D3D10_DST_IA_VERTEX_BUFFERS* = 17
  D3D10_DST_IA_INDEX_BUFFER* = 18
  D3D10_DST_IA_INPUT_LAYOUT* = 19
  D3D10_DST_IA_PRIMITIVE_TOPOLOGY* = 20
  D3D10_DST_RS_VIEWPORTS* = 21
  D3D10_DST_RS_SCISSOR_RECTS* = 22
  D3D10_DST_RS_RASTERIZER_STATE* = 23
  D3D10_DST_PREDICATION* = 24
enum D3D10_DEVICE_STATE_TYPES : int {
    D3D10_DST_SO_BUFFERS = 1,
    D3D10_DST_OM_RENDER_TARGETS = 2,
    D3D10_DST_OM_DEPTH_STENCIL_STATE = 3,
    D3D10_DST_OM_BLEND_STATE = 4,
    D3D10_DST_VS = 5,
    D3D10_DST_VS_SAMPLERS = 6,
    D3D10_DST_VS_SHADER_RESOURCES = 7,
    D3D10_DST_VS_CONSTANT_BUFFERS = 8,
    D3D10_DST_GS = 9,
    D3D10_DST_GS_SAMPLERS = 10,
    D3D10_DST_GS_SHADER_RESOURCES = 11,
    D3D10_DST_GS_CONSTANT_BUFFERS = 12,
    D3D10_DST_PS = 13,
    D3D10_DST_PS_SAMPLERS = 14,
    D3D10_DST_PS_SHADER_RESOURCES = 15,
    D3D10_DST_PS_CONSTANT_BUFFERS = 16,
    D3D10_DST_IA_VERTEX_BUFFERS = 17,
    D3D10_DST_IA_INDEX_BUFFER = 18,
    D3D10_DST_IA_INPUT_LAYOUT = 19,
    D3D10_DST_IA_PRIMITIVE_TOPOLOGY = 20,
    D3D10_DST_RS_VIEWPORTS = 21,
    D3D10_DST_RS_SCISSOR_RECTS = 22,
    D3D10_DST_RS_RASTERIZER_STATE = 23,
    D3D10_DST_PREDICATION = 24,
}
#define global D3D10_DST_SO_BUFFERS             0x1
#define global D3D10_DST_OM_RENDER_TARGETS      0x2
#define global D3D10_DST_OM_DEPTH_STENCIL_STATE 0x3
#define global D3D10_DST_OM_BLEND_STATE         0x4
#define global D3D10_DST_VS                     0x5
#define global D3D10_DST_VS_SAMPLERS            0x6
#define global D3D10_DST_VS_SHADER_RESOURCES    0x7
#define global D3D10_DST_VS_CONSTANT_BUFFERS    0x8
#define global D3D10_DST_GS                     0x9
#define global D3D10_DST_GS_SAMPLERS            0xA
#define global D3D10_DST_GS_SHADER_RESOURCES    0xB
#define global D3D10_DST_GS_CONSTANT_BUFFERS    0xC
#define global D3D10_DST_PS                     0xD
#define global D3D10_DST_PS_SAMPLERS            0xE
#define global D3D10_DST_PS_SHADER_RESOURCES    0xF
#define global D3D10_DST_PS_CONSTANT_BUFFERS    0x10
#define global D3D10_DST_IA_VERTEX_BUFFERS      0x11
#define global D3D10_DST_IA_INDEX_BUFFER        0x12
#define global D3D10_DST_IA_INPUT_LAYOUT        0x13
#define global D3D10_DST_IA_PRIMITIVE_TOPOLOGY  0x14
#define global D3D10_DST_RS_VIEWPORTS           0x15
#define global D3D10_DST_RS_SCISSOR_RECTS       0x16
#define global D3D10_DST_RS_RASTERIZER_STATE    0x17
#define global D3D10_DST_PREDICATION            0x18