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ホームGraphics.Direct3D11 › D3D11_SHADER_MIN_PRECISION_SUPPORT

D3D11_SHADER_MIN_PRECISION_SUPPORT

列挙型
基底型i4

メンバー 2

名前10進16進
D3D11_SHADER_MIN_PRECISION_10_BIT10x1
D3D11_SHADER_MIN_PRECISION_16_BIT20x2

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 D3D11_SHADER_MIN_PRECISION_SUPPORT : int {
    D3D11_SHADER_MIN_PRECISION_10_BIT = 1,
    D3D11_SHADER_MIN_PRECISION_16_BIT = 2
} D3D11_SHADER_MIN_PRECISION_SUPPORT;
public enum D3D11_SHADER_MIN_PRECISION_SUPPORT : int
{
    D3D11_SHADER_MIN_PRECISION_10_BIT = 1,
    D3D11_SHADER_MIN_PRECISION_16_BIT = 2,
}
Public Enum D3D11_SHADER_MIN_PRECISION_SUPPORT As Integer
    D3D11_SHADER_MIN_PRECISION_10_BIT = 1
    D3D11_SHADER_MIN_PRECISION_16_BIT = 2
End Enum
import enum

class D3D11_SHADER_MIN_PRECISION_SUPPORT(enum.IntEnum):
    D3D11_SHADER_MIN_PRECISION_10_BIT = 1
    D3D11_SHADER_MIN_PRECISION_16_BIT = 2
// D3D11_SHADER_MIN_PRECISION_SUPPORT
pub const D3D11_SHADER_MIN_PRECISION_10_BIT: i32 = 1;
pub const D3D11_SHADER_MIN_PRECISION_16_BIT: i32 = 2;
// D3D11_SHADER_MIN_PRECISION_SUPPORT
const (
	D3D11_SHADER_MIN_PRECISION_10_BIT int32 = 1
	D3D11_SHADER_MIN_PRECISION_16_BIT int32 = 2
)
const
  D3D11_SHADER_MIN_PRECISION_10_BIT = 1;
  D3D11_SHADER_MIN_PRECISION_16_BIT = 2;
// D3D11_SHADER_MIN_PRECISION_SUPPORT
pub const D3D11_SHADER_MIN_PRECISION_10_BIT: i32 = 1;
pub const D3D11_SHADER_MIN_PRECISION_16_BIT: i32 = 2;
const
  D3D11_SHADER_MIN_PRECISION_10_BIT* = 1
  D3D11_SHADER_MIN_PRECISION_16_BIT* = 2
enum D3D11_SHADER_MIN_PRECISION_SUPPORT : int {
    D3D11_SHADER_MIN_PRECISION_10_BIT = 1,
    D3D11_SHADER_MIN_PRECISION_16_BIT = 2,
}
#define global D3D11_SHADER_MIN_PRECISION_10_BIT 0x1
#define global D3D11_SHADER_MIN_PRECISION_16_BIT 0x2