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ホームGraphics.Direct3D12 › D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS

D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS

列挙型フラグ
基底型i4

メンバー 5

名前10進16進
D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_NONE00x0
D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_TRACKING_ONLY_SHADERS10x1
D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_UNGUARDED_VALIDATION_SHADERS20x2
D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_GUARDED_VALIDATION_SHADERS40x4
D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS_VALID_MASK70x7

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 D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS : int {
    D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_NONE = 0,
    D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_TRACKING_ONLY_SHADERS = 1,
    D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_UNGUARDED_VALIDATION_SHADERS = 2,
    D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_GUARDED_VALIDATION_SHADERS = 4,
    D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS_VALID_MASK = 7
} D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS;
[Flags]
public enum D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS : int
{
    D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_NONE = 0,
    D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_TRACKING_ONLY_SHADERS = 1,
    D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_UNGUARDED_VALIDATION_SHADERS = 2,
    D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_GUARDED_VALIDATION_SHADERS = 4,
    D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS_VALID_MASK = 7,
}
<Flags>
Public Enum D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS As Integer
    D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_NONE = 0
    D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_TRACKING_ONLY_SHADERS = 1
    D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_UNGUARDED_VALIDATION_SHADERS = 2
    D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_GUARDED_VALIDATION_SHADERS = 4
    D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS_VALID_MASK = 7
End Enum
import enum

class D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS(enum.IntFlag):
    D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_NONE = 0
    D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_TRACKING_ONLY_SHADERS = 1
    D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_UNGUARDED_VALIDATION_SHADERS = 2
    D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_GUARDED_VALIDATION_SHADERS = 4
    D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS_VALID_MASK = 7
// D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS (flags)
pub const D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_NONE: i32 = 0;
pub const D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_TRACKING_ONLY_SHADERS: i32 = 1;
pub const D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_UNGUARDED_VALIDATION_SHADERS: i32 = 2;
pub const D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_GUARDED_VALIDATION_SHADERS: i32 = 4;
pub const D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS_VALID_MASK: i32 = 7;
// D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS
const (
	D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_NONE int32 = 0
	D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_TRACKING_ONLY_SHADERS int32 = 1
	D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_UNGUARDED_VALIDATION_SHADERS int32 = 2
	D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_GUARDED_VALIDATION_SHADERS int32 = 4
	D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS_VALID_MASK int32 = 7
)
const
  D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_NONE = 0;
  D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_TRACKING_ONLY_SHADERS = 1;
  D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_UNGUARDED_VALIDATION_SHADERS = 2;
  D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_GUARDED_VALIDATION_SHADERS = 4;
  D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS_VALID_MASK = 7;
// D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS
pub const D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_NONE: i32 = 0;
pub const D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_TRACKING_ONLY_SHADERS: i32 = 1;
pub const D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_UNGUARDED_VALIDATION_SHADERS: i32 = 2;
pub const D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_GUARDED_VALIDATION_SHADERS: i32 = 4;
pub const D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS_VALID_MASK: i32 = 7;
const
  D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_NONE* = 0
  D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_TRACKING_ONLY_SHADERS* = 1
  D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_UNGUARDED_VALIDATION_SHADERS* = 2
  D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_GUARDED_VALIDATION_SHADERS* = 4
  D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS_VALID_MASK* = 7
enum D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS : int {
    D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_NONE = 0,
    D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_TRACKING_ONLY_SHADERS = 1,
    D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_UNGUARDED_VALIDATION_SHADERS = 2,
    D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_GUARDED_VALIDATION_SHADERS = 4,
    D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS_VALID_MASK = 7,
}
#define global D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_NONE                                           0x0
#define global D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_TRACKING_ONLY_SHADERS        0x1
#define global D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_UNGUARDED_VALIDATION_SHADERS 0x2
#define global D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_GUARDED_VALIDATION_SHADERS   0x4
#define global D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS_VALID_MASK                                    0x7
; ※フラグ列挙型。ビットORで組み合わせ可(例: FOO|BAR)。