Win32 API 日本語リファレンス
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D3D11_STENCIL_OP

列挙型
基底型i4

メンバー 8

名前10進16進説明
D3D11_STENCIL_OP_KEEP10x1既存のステンシル データを保持します。
D3D11_STENCIL_OP_ZERO20x2ステンシル データを 0 に設定します。
D3D11_STENCIL_OP_REPLACE30x3ID3D11DeviceContext::OMSetDepthStencilState の呼び出しで設定された参照値にステンシル データを設定します。
D3D11_STENCIL_OP_INCR_SAT40x4ステンシル値を 1 増加させ、結果をクランプします。
D3D11_STENCIL_OP_DECR_SAT50x5ステンシル値を 1 減少させ、結果をクランプします。
D3D11_STENCIL_OP_INVERT60x6ステンシル データを反転します。
D3D11_STENCIL_OP_INCR70x7ステンシル値を 1 増加させ、必要に応じて結果をラップします。
D3D11_STENCIL_OP_DECR80x8ステンシル値を 1 減少させ、必要に応じて結果をラップします。

公式ドキュメント

深度ステンシル テスト中に実行できるステンシル操作です。

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 D3D11_STENCIL_OP : int {
    D3D11_STENCIL_OP_KEEP = 1,
    D3D11_STENCIL_OP_ZERO = 2,
    D3D11_STENCIL_OP_REPLACE = 3,
    D3D11_STENCIL_OP_INCR_SAT = 4,
    D3D11_STENCIL_OP_DECR_SAT = 5,
    D3D11_STENCIL_OP_INVERT = 6,
    D3D11_STENCIL_OP_INCR = 7,
    D3D11_STENCIL_OP_DECR = 8
} D3D11_STENCIL_OP;
public enum D3D11_STENCIL_OP : int
{
    D3D11_STENCIL_OP_KEEP = 1,
    D3D11_STENCIL_OP_ZERO = 2,
    D3D11_STENCIL_OP_REPLACE = 3,
    D3D11_STENCIL_OP_INCR_SAT = 4,
    D3D11_STENCIL_OP_DECR_SAT = 5,
    D3D11_STENCIL_OP_INVERT = 6,
    D3D11_STENCIL_OP_INCR = 7,
    D3D11_STENCIL_OP_DECR = 8,
}
Public Enum D3D11_STENCIL_OP As Integer
    D3D11_STENCIL_OP_KEEP = 1
    D3D11_STENCIL_OP_ZERO = 2
    D3D11_STENCIL_OP_REPLACE = 3
    D3D11_STENCIL_OP_INCR_SAT = 4
    D3D11_STENCIL_OP_DECR_SAT = 5
    D3D11_STENCIL_OP_INVERT = 6
    D3D11_STENCIL_OP_INCR = 7
    D3D11_STENCIL_OP_DECR = 8
End Enum
import enum

class D3D11_STENCIL_OP(enum.IntEnum):
    D3D11_STENCIL_OP_KEEP = 1
    D3D11_STENCIL_OP_ZERO = 2
    D3D11_STENCIL_OP_REPLACE = 3
    D3D11_STENCIL_OP_INCR_SAT = 4
    D3D11_STENCIL_OP_DECR_SAT = 5
    D3D11_STENCIL_OP_INVERT = 6
    D3D11_STENCIL_OP_INCR = 7
    D3D11_STENCIL_OP_DECR = 8
// D3D11_STENCIL_OP
pub const D3D11_STENCIL_OP_KEEP: i32 = 1;
pub const D3D11_STENCIL_OP_ZERO: i32 = 2;
pub const D3D11_STENCIL_OP_REPLACE: i32 = 3;
pub const D3D11_STENCIL_OP_INCR_SAT: i32 = 4;
pub const D3D11_STENCIL_OP_DECR_SAT: i32 = 5;
pub const D3D11_STENCIL_OP_INVERT: i32 = 6;
pub const D3D11_STENCIL_OP_INCR: i32 = 7;
pub const D3D11_STENCIL_OP_DECR: i32 = 8;
// D3D11_STENCIL_OP
const (
	D3D11_STENCIL_OP_KEEP int32 = 1
	D3D11_STENCIL_OP_ZERO int32 = 2
	D3D11_STENCIL_OP_REPLACE int32 = 3
	D3D11_STENCIL_OP_INCR_SAT int32 = 4
	D3D11_STENCIL_OP_DECR_SAT int32 = 5
	D3D11_STENCIL_OP_INVERT int32 = 6
	D3D11_STENCIL_OP_INCR int32 = 7
	D3D11_STENCIL_OP_DECR int32 = 8
)
const
  D3D11_STENCIL_OP_KEEP = 1;
  D3D11_STENCIL_OP_ZERO = 2;
  D3D11_STENCIL_OP_REPLACE = 3;
  D3D11_STENCIL_OP_INCR_SAT = 4;
  D3D11_STENCIL_OP_DECR_SAT = 5;
  D3D11_STENCIL_OP_INVERT = 6;
  D3D11_STENCIL_OP_INCR = 7;
  D3D11_STENCIL_OP_DECR = 8;
// D3D11_STENCIL_OP
pub const D3D11_STENCIL_OP_KEEP: i32 = 1;
pub const D3D11_STENCIL_OP_ZERO: i32 = 2;
pub const D3D11_STENCIL_OP_REPLACE: i32 = 3;
pub const D3D11_STENCIL_OP_INCR_SAT: i32 = 4;
pub const D3D11_STENCIL_OP_DECR_SAT: i32 = 5;
pub const D3D11_STENCIL_OP_INVERT: i32 = 6;
pub const D3D11_STENCIL_OP_INCR: i32 = 7;
pub const D3D11_STENCIL_OP_DECR: i32 = 8;
const
  D3D11_STENCIL_OP_KEEP* = 1
  D3D11_STENCIL_OP_ZERO* = 2
  D3D11_STENCIL_OP_REPLACE* = 3
  D3D11_STENCIL_OP_INCR_SAT* = 4
  D3D11_STENCIL_OP_DECR_SAT* = 5
  D3D11_STENCIL_OP_INVERT* = 6
  D3D11_STENCIL_OP_INCR* = 7
  D3D11_STENCIL_OP_DECR* = 8
enum D3D11_STENCIL_OP : int {
    D3D11_STENCIL_OP_KEEP = 1,
    D3D11_STENCIL_OP_ZERO = 2,
    D3D11_STENCIL_OP_REPLACE = 3,
    D3D11_STENCIL_OP_INCR_SAT = 4,
    D3D11_STENCIL_OP_DECR_SAT = 5,
    D3D11_STENCIL_OP_INVERT = 6,
    D3D11_STENCIL_OP_INCR = 7,
    D3D11_STENCIL_OP_DECR = 8,
}
#define global D3D11_STENCIL_OP_KEEP     0x1
#define global D3D11_STENCIL_OP_ZERO     0x2
#define global D3D11_STENCIL_OP_REPLACE  0x3
#define global D3D11_STENCIL_OP_INCR_SAT 0x4
#define global D3D11_STENCIL_OP_DECR_SAT 0x5
#define global D3D11_STENCIL_OP_INVERT   0x6
#define global D3D11_STENCIL_OP_INCR     0x7
#define global D3D11_STENCIL_OP_DECR     0x8