ホーム › Graphics.Direct3D10 › D3D10_DEVICE_STATE_TYPES
D3D10_DEVICE_STATE_TYPES
列挙型メンバー 24
| 名前 | 10進 | 16進 |
|---|---|---|
| D3D10_DST_SO_BUFFERS | 1 | 0x1 |
| D3D10_DST_OM_RENDER_TARGETS | 2 | 0x2 |
| D3D10_DST_OM_DEPTH_STENCIL_STATE | 3 | 0x3 |
| D3D10_DST_OM_BLEND_STATE | 4 | 0x4 |
| D3D10_DST_VS | 5 | 0x5 |
| D3D10_DST_VS_SAMPLERS | 6 | 0x6 |
| D3D10_DST_VS_SHADER_RESOURCES | 7 | 0x7 |
| D3D10_DST_VS_CONSTANT_BUFFERS | 8 | 0x8 |
| D3D10_DST_GS | 9 | 0x9 |
| D3D10_DST_GS_SAMPLERS | 10 | 0xA |
| D3D10_DST_GS_SHADER_RESOURCES | 11 | 0xB |
| D3D10_DST_GS_CONSTANT_BUFFERS | 12 | 0xC |
| D3D10_DST_PS | 13 | 0xD |
| D3D10_DST_PS_SAMPLERS | 14 | 0xE |
| D3D10_DST_PS_SHADER_RESOURCES | 15 | 0xF |
| D3D10_DST_PS_CONSTANT_BUFFERS | 16 | 0x10 |
| D3D10_DST_IA_VERTEX_BUFFERS | 17 | 0x11 |
| D3D10_DST_IA_INDEX_BUFFER | 18 | 0x12 |
| D3D10_DST_IA_INPUT_LAYOUT | 19 | 0x13 |
| D3D10_DST_IA_PRIMITIVE_TOPOLOGY | 20 | 0x14 |
| D3D10_DST_RS_VIEWPORTS | 21 | 0x15 |
| D3D10_DST_RS_SCISSOR_RECTS | 22 | 0x16 |
| D3D10_DST_RS_RASTERIZER_STATE | 23 | 0x17 |
| D3D10_DST_PREDICATION | 24 | 0x18 |
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 Enumimport 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* = 24enum 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