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ホームGraphics.Direct3D12 › D3D12_RENDER_PASS_FLAGS

D3D12_RENDER_PASS_FLAGS

列挙型フラグ
基底型i4

メンバー 6

名前10進16進
D3D12_RENDER_PASS_FLAG_NONE00x0
D3D12_RENDER_PASS_FLAG_ALLOW_UAV_WRITES10x1
D3D12_RENDER_PASS_FLAG_SUSPENDING_PASS20x2
D3D12_RENDER_PASS_FLAG_RESUMING_PASS40x4
D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_DEPTH80x8
D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_STENCIL160x10

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_RENDER_PASS_FLAGS : int {
    D3D12_RENDER_PASS_FLAG_NONE = 0,
    D3D12_RENDER_PASS_FLAG_ALLOW_UAV_WRITES = 1,
    D3D12_RENDER_PASS_FLAG_SUSPENDING_PASS = 2,
    D3D12_RENDER_PASS_FLAG_RESUMING_PASS = 4,
    D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_DEPTH = 8,
    D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_STENCIL = 16
} D3D12_RENDER_PASS_FLAGS;
[Flags]
public enum D3D12_RENDER_PASS_FLAGS : int
{
    D3D12_RENDER_PASS_FLAG_NONE = 0,
    D3D12_RENDER_PASS_FLAG_ALLOW_UAV_WRITES = 1,
    D3D12_RENDER_PASS_FLAG_SUSPENDING_PASS = 2,
    D3D12_RENDER_PASS_FLAG_RESUMING_PASS = 4,
    D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_DEPTH = 8,
    D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_STENCIL = 16,
}
<Flags>
Public Enum D3D12_RENDER_PASS_FLAGS As Integer
    D3D12_RENDER_PASS_FLAG_NONE = 0
    D3D12_RENDER_PASS_FLAG_ALLOW_UAV_WRITES = 1
    D3D12_RENDER_PASS_FLAG_SUSPENDING_PASS = 2
    D3D12_RENDER_PASS_FLAG_RESUMING_PASS = 4
    D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_DEPTH = 8
    D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_STENCIL = 16
End Enum
import enum

class D3D12_RENDER_PASS_FLAGS(enum.IntFlag):
    D3D12_RENDER_PASS_FLAG_NONE = 0
    D3D12_RENDER_PASS_FLAG_ALLOW_UAV_WRITES = 1
    D3D12_RENDER_PASS_FLAG_SUSPENDING_PASS = 2
    D3D12_RENDER_PASS_FLAG_RESUMING_PASS = 4
    D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_DEPTH = 8
    D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_STENCIL = 16
// D3D12_RENDER_PASS_FLAGS (flags)
pub const D3D12_RENDER_PASS_FLAG_NONE: i32 = 0;
pub const D3D12_RENDER_PASS_FLAG_ALLOW_UAV_WRITES: i32 = 1;
pub const D3D12_RENDER_PASS_FLAG_SUSPENDING_PASS: i32 = 2;
pub const D3D12_RENDER_PASS_FLAG_RESUMING_PASS: i32 = 4;
pub const D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_DEPTH: i32 = 8;
pub const D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_STENCIL: i32 = 16;
// D3D12_RENDER_PASS_FLAGS
const (
	D3D12_RENDER_PASS_FLAG_NONE int32 = 0
	D3D12_RENDER_PASS_FLAG_ALLOW_UAV_WRITES int32 = 1
	D3D12_RENDER_PASS_FLAG_SUSPENDING_PASS int32 = 2
	D3D12_RENDER_PASS_FLAG_RESUMING_PASS int32 = 4
	D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_DEPTH int32 = 8
	D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_STENCIL int32 = 16
)
const
  D3D12_RENDER_PASS_FLAG_NONE = 0;
  D3D12_RENDER_PASS_FLAG_ALLOW_UAV_WRITES = 1;
  D3D12_RENDER_PASS_FLAG_SUSPENDING_PASS = 2;
  D3D12_RENDER_PASS_FLAG_RESUMING_PASS = 4;
  D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_DEPTH = 8;
  D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_STENCIL = 16;
// D3D12_RENDER_PASS_FLAGS
pub const D3D12_RENDER_PASS_FLAG_NONE: i32 = 0;
pub const D3D12_RENDER_PASS_FLAG_ALLOW_UAV_WRITES: i32 = 1;
pub const D3D12_RENDER_PASS_FLAG_SUSPENDING_PASS: i32 = 2;
pub const D3D12_RENDER_PASS_FLAG_RESUMING_PASS: i32 = 4;
pub const D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_DEPTH: i32 = 8;
pub const D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_STENCIL: i32 = 16;
const
  D3D12_RENDER_PASS_FLAG_NONE* = 0
  D3D12_RENDER_PASS_FLAG_ALLOW_UAV_WRITES* = 1
  D3D12_RENDER_PASS_FLAG_SUSPENDING_PASS* = 2
  D3D12_RENDER_PASS_FLAG_RESUMING_PASS* = 4
  D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_DEPTH* = 8
  D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_STENCIL* = 16
enum D3D12_RENDER_PASS_FLAGS : int {
    D3D12_RENDER_PASS_FLAG_NONE = 0,
    D3D12_RENDER_PASS_FLAG_ALLOW_UAV_WRITES = 1,
    D3D12_RENDER_PASS_FLAG_SUSPENDING_PASS = 2,
    D3D12_RENDER_PASS_FLAG_RESUMING_PASS = 4,
    D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_DEPTH = 8,
    D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_STENCIL = 16,
}
#define global D3D12_RENDER_PASS_FLAG_NONE                   0x0
#define global D3D12_RENDER_PASS_FLAG_ALLOW_UAV_WRITES       0x1
#define global D3D12_RENDER_PASS_FLAG_SUSPENDING_PASS        0x2
#define global D3D12_RENDER_PASS_FLAG_RESUMING_PASS          0x4
#define global D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_DEPTH   0x8
#define global D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_STENCIL 0x10
; ※フラグ列挙型。ビットORで組み合わせ可(例: FOO|BAR)。