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D3D12_LOGIC_OP

列挙型
基底型i4

メンバー 16

名前10進16進説明
D3D12_LOGIC_OP_CLEAR00x0レンダーターゲットをクリアします (0)。
D3D12_LOGIC_OP_SET10x1レンダーターゲットを設定します ( 1)。
D3D12_LOGIC_OP_COPY20x2レンダーターゲットをコピーします (s はピクセルシェーダー出力からのソース)。
D3D12_LOGIC_OP_COPY_INVERTED30x3レンダーターゲットの反転コピーを実行します (~s)。
D3D12_LOGIC_OP_NOOP40x4レンダーターゲットに対して何も操作を行いません (d はレンダーターゲットビュー内の書き込み先)。
D3D12_LOGIC_OP_INVERT50x5レンダーターゲットを反転します (~d)。
D3D12_LOGIC_OP_AND60x6レンダーターゲットに対して論理 AND 演算を実行します (s & d)。
D3D12_LOGIC_OP_NAND70x7レンダーターゲットに対して論理 NAND 演算を実行します (~(s & d))。
D3D12_LOGIC_OP_OR80x8レンダーターゲットに対して論理 OR 演算を実行します (s | d)。
D3D12_LOGIC_OP_NOR90x9レンダーターゲットに対して論理 NOR 演算を実行します (~(s | d))。
D3D12_LOGIC_OP_XOR100xAレンダーターゲットに対して論理 XOR 演算を実行します (s ^ d)。
D3D12_LOGIC_OP_EQUIV110xBレンダーターゲットに対して論理等価 (equal) 演算を実行します (~(s ^ d))。
D3D12_LOGIC_OP_AND_REVERSE120xCレンダーターゲットに対して論理 AND とリバースの演算を実行します (s & ~d)。
D3D12_LOGIC_OP_AND_INVERTED130xDレンダーターゲットに対して論理 AND と反転の演算を実行します (~s & d)。
D3D12_LOGIC_OP_OR_REVERSE140xEレンダーターゲットに対して論理 OR とリバースの演算を実行します (s | ~d)。
D3D12_LOGIC_OP_OR_INVERTED150xFレンダーターゲットに対して論理 OR と反転の演算を実行します (~s | d)。

公式ドキュメント

レンダーターゲットに設定する論理演算を指定する定数を定義します。

解説(Remarks)

この列挙型は D3D12_RENDER_TARGET_BLEND_DESC 構造体で使用されます。

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 D3D12_LOGIC_OP : int {
    D3D12_LOGIC_OP_CLEAR = 0,
    D3D12_LOGIC_OP_SET = 1,
    D3D12_LOGIC_OP_COPY = 2,
    D3D12_LOGIC_OP_COPY_INVERTED = 3,
    D3D12_LOGIC_OP_NOOP = 4,
    D3D12_LOGIC_OP_INVERT = 5,
    D3D12_LOGIC_OP_AND = 6,
    D3D12_LOGIC_OP_NAND = 7,
    D3D12_LOGIC_OP_OR = 8,
    D3D12_LOGIC_OP_NOR = 9,
    D3D12_LOGIC_OP_XOR = 10,
    D3D12_LOGIC_OP_EQUIV = 11,
    D3D12_LOGIC_OP_AND_REVERSE = 12,
    D3D12_LOGIC_OP_AND_INVERTED = 13,
    D3D12_LOGIC_OP_OR_REVERSE = 14,
    D3D12_LOGIC_OP_OR_INVERTED = 15
} D3D12_LOGIC_OP;
public enum D3D12_LOGIC_OP : int
{
    D3D12_LOGIC_OP_CLEAR = 0,
    D3D12_LOGIC_OP_SET = 1,
    D3D12_LOGIC_OP_COPY = 2,
    D3D12_LOGIC_OP_COPY_INVERTED = 3,
    D3D12_LOGIC_OP_NOOP = 4,
    D3D12_LOGIC_OP_INVERT = 5,
    D3D12_LOGIC_OP_AND = 6,
    D3D12_LOGIC_OP_NAND = 7,
    D3D12_LOGIC_OP_OR = 8,
    D3D12_LOGIC_OP_NOR = 9,
    D3D12_LOGIC_OP_XOR = 10,
    D3D12_LOGIC_OP_EQUIV = 11,
    D3D12_LOGIC_OP_AND_REVERSE = 12,
    D3D12_LOGIC_OP_AND_INVERTED = 13,
    D3D12_LOGIC_OP_OR_REVERSE = 14,
    D3D12_LOGIC_OP_OR_INVERTED = 15,
}
Public Enum D3D12_LOGIC_OP As Integer
    D3D12_LOGIC_OP_CLEAR = 0
    D3D12_LOGIC_OP_SET = 1
    D3D12_LOGIC_OP_COPY = 2
    D3D12_LOGIC_OP_COPY_INVERTED = 3
    D3D12_LOGIC_OP_NOOP = 4
    D3D12_LOGIC_OP_INVERT = 5
    D3D12_LOGIC_OP_AND = 6
    D3D12_LOGIC_OP_NAND = 7
    D3D12_LOGIC_OP_OR = 8
    D3D12_LOGIC_OP_NOR = 9
    D3D12_LOGIC_OP_XOR = 10
    D3D12_LOGIC_OP_EQUIV = 11
    D3D12_LOGIC_OP_AND_REVERSE = 12
    D3D12_LOGIC_OP_AND_INVERTED = 13
    D3D12_LOGIC_OP_OR_REVERSE = 14
    D3D12_LOGIC_OP_OR_INVERTED = 15
End Enum
import enum

class D3D12_LOGIC_OP(enum.IntEnum):
    D3D12_LOGIC_OP_CLEAR = 0
    D3D12_LOGIC_OP_SET = 1
    D3D12_LOGIC_OP_COPY = 2
    D3D12_LOGIC_OP_COPY_INVERTED = 3
    D3D12_LOGIC_OP_NOOP = 4
    D3D12_LOGIC_OP_INVERT = 5
    D3D12_LOGIC_OP_AND = 6
    D3D12_LOGIC_OP_NAND = 7
    D3D12_LOGIC_OP_OR = 8
    D3D12_LOGIC_OP_NOR = 9
    D3D12_LOGIC_OP_XOR = 10
    D3D12_LOGIC_OP_EQUIV = 11
    D3D12_LOGIC_OP_AND_REVERSE = 12
    D3D12_LOGIC_OP_AND_INVERTED = 13
    D3D12_LOGIC_OP_OR_REVERSE = 14
    D3D12_LOGIC_OP_OR_INVERTED = 15
// D3D12_LOGIC_OP
pub const D3D12_LOGIC_OP_CLEAR: i32 = 0;
pub const D3D12_LOGIC_OP_SET: i32 = 1;
pub const D3D12_LOGIC_OP_COPY: i32 = 2;
pub const D3D12_LOGIC_OP_COPY_INVERTED: i32 = 3;
pub const D3D12_LOGIC_OP_NOOP: i32 = 4;
pub const D3D12_LOGIC_OP_INVERT: i32 = 5;
pub const D3D12_LOGIC_OP_AND: i32 = 6;
pub const D3D12_LOGIC_OP_NAND: i32 = 7;
pub const D3D12_LOGIC_OP_OR: i32 = 8;
pub const D3D12_LOGIC_OP_NOR: i32 = 9;
pub const D3D12_LOGIC_OP_XOR: i32 = 10;
pub const D3D12_LOGIC_OP_EQUIV: i32 = 11;
pub const D3D12_LOGIC_OP_AND_REVERSE: i32 = 12;
pub const D3D12_LOGIC_OP_AND_INVERTED: i32 = 13;
pub const D3D12_LOGIC_OP_OR_REVERSE: i32 = 14;
pub const D3D12_LOGIC_OP_OR_INVERTED: i32 = 15;
// D3D12_LOGIC_OP
const (
	D3D12_LOGIC_OP_CLEAR int32 = 0
	D3D12_LOGIC_OP_SET int32 = 1
	D3D12_LOGIC_OP_COPY int32 = 2
	D3D12_LOGIC_OP_COPY_INVERTED int32 = 3
	D3D12_LOGIC_OP_NOOP int32 = 4
	D3D12_LOGIC_OP_INVERT int32 = 5
	D3D12_LOGIC_OP_AND int32 = 6
	D3D12_LOGIC_OP_NAND int32 = 7
	D3D12_LOGIC_OP_OR int32 = 8
	D3D12_LOGIC_OP_NOR int32 = 9
	D3D12_LOGIC_OP_XOR int32 = 10
	D3D12_LOGIC_OP_EQUIV int32 = 11
	D3D12_LOGIC_OP_AND_REVERSE int32 = 12
	D3D12_LOGIC_OP_AND_INVERTED int32 = 13
	D3D12_LOGIC_OP_OR_REVERSE int32 = 14
	D3D12_LOGIC_OP_OR_INVERTED int32 = 15
)
const
  D3D12_LOGIC_OP_CLEAR = 0;
  D3D12_LOGIC_OP_SET = 1;
  D3D12_LOGIC_OP_COPY = 2;
  D3D12_LOGIC_OP_COPY_INVERTED = 3;
  D3D12_LOGIC_OP_NOOP = 4;
  D3D12_LOGIC_OP_INVERT = 5;
  D3D12_LOGIC_OP_AND = 6;
  D3D12_LOGIC_OP_NAND = 7;
  D3D12_LOGIC_OP_OR = 8;
  D3D12_LOGIC_OP_NOR = 9;
  D3D12_LOGIC_OP_XOR = 10;
  D3D12_LOGIC_OP_EQUIV = 11;
  D3D12_LOGIC_OP_AND_REVERSE = 12;
  D3D12_LOGIC_OP_AND_INVERTED = 13;
  D3D12_LOGIC_OP_OR_REVERSE = 14;
  D3D12_LOGIC_OP_OR_INVERTED = 15;
// D3D12_LOGIC_OP
pub const D3D12_LOGIC_OP_CLEAR: i32 = 0;
pub const D3D12_LOGIC_OP_SET: i32 = 1;
pub const D3D12_LOGIC_OP_COPY: i32 = 2;
pub const D3D12_LOGIC_OP_COPY_INVERTED: i32 = 3;
pub const D3D12_LOGIC_OP_NOOP: i32 = 4;
pub const D3D12_LOGIC_OP_INVERT: i32 = 5;
pub const D3D12_LOGIC_OP_AND: i32 = 6;
pub const D3D12_LOGIC_OP_NAND: i32 = 7;
pub const D3D12_LOGIC_OP_OR: i32 = 8;
pub const D3D12_LOGIC_OP_NOR: i32 = 9;
pub const D3D12_LOGIC_OP_XOR: i32 = 10;
pub const D3D12_LOGIC_OP_EQUIV: i32 = 11;
pub const D3D12_LOGIC_OP_AND_REVERSE: i32 = 12;
pub const D3D12_LOGIC_OP_AND_INVERTED: i32 = 13;
pub const D3D12_LOGIC_OP_OR_REVERSE: i32 = 14;
pub const D3D12_LOGIC_OP_OR_INVERTED: i32 = 15;
const
  D3D12_LOGIC_OP_CLEAR* = 0
  D3D12_LOGIC_OP_SET* = 1
  D3D12_LOGIC_OP_COPY* = 2
  D3D12_LOGIC_OP_COPY_INVERTED* = 3
  D3D12_LOGIC_OP_NOOP* = 4
  D3D12_LOGIC_OP_INVERT* = 5
  D3D12_LOGIC_OP_AND* = 6
  D3D12_LOGIC_OP_NAND* = 7
  D3D12_LOGIC_OP_OR* = 8
  D3D12_LOGIC_OP_NOR* = 9
  D3D12_LOGIC_OP_XOR* = 10
  D3D12_LOGIC_OP_EQUIV* = 11
  D3D12_LOGIC_OP_AND_REVERSE* = 12
  D3D12_LOGIC_OP_AND_INVERTED* = 13
  D3D12_LOGIC_OP_OR_REVERSE* = 14
  D3D12_LOGIC_OP_OR_INVERTED* = 15
enum D3D12_LOGIC_OP : int {
    D3D12_LOGIC_OP_CLEAR = 0,
    D3D12_LOGIC_OP_SET = 1,
    D3D12_LOGIC_OP_COPY = 2,
    D3D12_LOGIC_OP_COPY_INVERTED = 3,
    D3D12_LOGIC_OP_NOOP = 4,
    D3D12_LOGIC_OP_INVERT = 5,
    D3D12_LOGIC_OP_AND = 6,
    D3D12_LOGIC_OP_NAND = 7,
    D3D12_LOGIC_OP_OR = 8,
    D3D12_LOGIC_OP_NOR = 9,
    D3D12_LOGIC_OP_XOR = 10,
    D3D12_LOGIC_OP_EQUIV = 11,
    D3D12_LOGIC_OP_AND_REVERSE = 12,
    D3D12_LOGIC_OP_AND_INVERTED = 13,
    D3D12_LOGIC_OP_OR_REVERSE = 14,
    D3D12_LOGIC_OP_OR_INVERTED = 15,
}
#define global D3D12_LOGIC_OP_CLEAR         0x0
#define global D3D12_LOGIC_OP_SET           0x1
#define global D3D12_LOGIC_OP_COPY          0x2
#define global D3D12_LOGIC_OP_COPY_INVERTED 0x3
#define global D3D12_LOGIC_OP_NOOP          0x4
#define global D3D12_LOGIC_OP_INVERT        0x5
#define global D3D12_LOGIC_OP_AND           0x6
#define global D3D12_LOGIC_OP_NAND          0x7
#define global D3D12_LOGIC_OP_OR            0x8
#define global D3D12_LOGIC_OP_NOR           0x9
#define global D3D12_LOGIC_OP_XOR           0xA
#define global D3D12_LOGIC_OP_EQUIV         0xB
#define global D3D12_LOGIC_OP_AND_REVERSE   0xC
#define global D3D12_LOGIC_OP_AND_INVERTED  0xD
#define global D3D12_LOGIC_OP_OR_REVERSE    0xE
#define global D3D12_LOGIC_OP_OR_INVERTED   0xF