Win32 API 日本語リファレンス
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D3D12_SHADER_VERSION_TYPE

列挙型
基底型i4

メンバー 17

名前10進16進説明
D3D12_SHVER_PIXEL_SHADER00x0ピクセルシェーダーです。
D3D12_SHVER_VERTEX_SHADER10x1頂点シェーダーです。
D3D12_SHVER_GEOMETRY_SHADER20x2ジオメトリシェーダーです。
D3D12_SHVER_HULL_SHADER30x3ハルシェーダーです。
D3D12_SHVER_DOMAIN_SHADER40x4ドメインシェーダーです。
D3D12_SHVER_COMPUTE_SHADER50x5コンピュートシェーダーです。
D3D12_SHVER_LIBRARY60x6
D3D12_SHVER_RAY_GENERATION_SHADER70x7
D3D12_SHVER_INTERSECTION_SHADER80x8
D3D12_SHVER_ANY_HIT_SHADER90x9
D3D12_SHVER_CLOSEST_HIT_SHADER100xA
D3D12_SHVER_MISS_SHADER110xB
D3D12_SHVER_CALLABLE_SHADER120xC
D3D12_SHVER_MESH_SHADER130xD
D3D12_SHVER_AMPLIFICATION_SHADER140xE
D3D12_SHVER_NODE_SHADER150xF
D3D12_SHVER_RESERVED0655200xFFF0列挙型の終端を示します。

公式ドキュメント

Direct3D が認識するシェーダーの種類を列挙します。
D3D12_SHADER_DESC 構造体の Version メンバーをエンコードするために使用されます。

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_SHADER_VERSION_TYPE : int {
    D3D12_SHVER_PIXEL_SHADER = 0,
    D3D12_SHVER_VERTEX_SHADER = 1,
    D3D12_SHVER_GEOMETRY_SHADER = 2,
    D3D12_SHVER_HULL_SHADER = 3,
    D3D12_SHVER_DOMAIN_SHADER = 4,
    D3D12_SHVER_COMPUTE_SHADER = 5,
    D3D12_SHVER_LIBRARY = 6,
    D3D12_SHVER_RAY_GENERATION_SHADER = 7,
    D3D12_SHVER_INTERSECTION_SHADER = 8,
    D3D12_SHVER_ANY_HIT_SHADER = 9,
    D3D12_SHVER_CLOSEST_HIT_SHADER = 10,
    D3D12_SHVER_MISS_SHADER = 11,
    D3D12_SHVER_CALLABLE_SHADER = 12,
    D3D12_SHVER_MESH_SHADER = 13,
    D3D12_SHVER_AMPLIFICATION_SHADER = 14,
    D3D12_SHVER_NODE_SHADER = 15,
    D3D12_SHVER_RESERVED0 = 65520
} D3D12_SHADER_VERSION_TYPE;
public enum D3D12_SHADER_VERSION_TYPE : int
{
    D3D12_SHVER_PIXEL_SHADER = 0,
    D3D12_SHVER_VERTEX_SHADER = 1,
    D3D12_SHVER_GEOMETRY_SHADER = 2,
    D3D12_SHVER_HULL_SHADER = 3,
    D3D12_SHVER_DOMAIN_SHADER = 4,
    D3D12_SHVER_COMPUTE_SHADER = 5,
    D3D12_SHVER_LIBRARY = 6,
    D3D12_SHVER_RAY_GENERATION_SHADER = 7,
    D3D12_SHVER_INTERSECTION_SHADER = 8,
    D3D12_SHVER_ANY_HIT_SHADER = 9,
    D3D12_SHVER_CLOSEST_HIT_SHADER = 10,
    D3D12_SHVER_MISS_SHADER = 11,
    D3D12_SHVER_CALLABLE_SHADER = 12,
    D3D12_SHVER_MESH_SHADER = 13,
    D3D12_SHVER_AMPLIFICATION_SHADER = 14,
    D3D12_SHVER_NODE_SHADER = 15,
    D3D12_SHVER_RESERVED0 = 65520,
}
Public Enum D3D12_SHADER_VERSION_TYPE As Integer
    D3D12_SHVER_PIXEL_SHADER = 0
    D3D12_SHVER_VERTEX_SHADER = 1
    D3D12_SHVER_GEOMETRY_SHADER = 2
    D3D12_SHVER_HULL_SHADER = 3
    D3D12_SHVER_DOMAIN_SHADER = 4
    D3D12_SHVER_COMPUTE_SHADER = 5
    D3D12_SHVER_LIBRARY = 6
    D3D12_SHVER_RAY_GENERATION_SHADER = 7
    D3D12_SHVER_INTERSECTION_SHADER = 8
    D3D12_SHVER_ANY_HIT_SHADER = 9
    D3D12_SHVER_CLOSEST_HIT_SHADER = 10
    D3D12_SHVER_MISS_SHADER = 11
    D3D12_SHVER_CALLABLE_SHADER = 12
    D3D12_SHVER_MESH_SHADER = 13
    D3D12_SHVER_AMPLIFICATION_SHADER = 14
    D3D12_SHVER_NODE_SHADER = 15
    D3D12_SHVER_RESERVED0 = 65520
End Enum
import enum

class D3D12_SHADER_VERSION_TYPE(enum.IntEnum):
    D3D12_SHVER_PIXEL_SHADER = 0
    D3D12_SHVER_VERTEX_SHADER = 1
    D3D12_SHVER_GEOMETRY_SHADER = 2
    D3D12_SHVER_HULL_SHADER = 3
    D3D12_SHVER_DOMAIN_SHADER = 4
    D3D12_SHVER_COMPUTE_SHADER = 5
    D3D12_SHVER_LIBRARY = 6
    D3D12_SHVER_RAY_GENERATION_SHADER = 7
    D3D12_SHVER_INTERSECTION_SHADER = 8
    D3D12_SHVER_ANY_HIT_SHADER = 9
    D3D12_SHVER_CLOSEST_HIT_SHADER = 10
    D3D12_SHVER_MISS_SHADER = 11
    D3D12_SHVER_CALLABLE_SHADER = 12
    D3D12_SHVER_MESH_SHADER = 13
    D3D12_SHVER_AMPLIFICATION_SHADER = 14
    D3D12_SHVER_NODE_SHADER = 15
    D3D12_SHVER_RESERVED0 = 65520
// D3D12_SHADER_VERSION_TYPE
pub const D3D12_SHVER_PIXEL_SHADER: i32 = 0;
pub const D3D12_SHVER_VERTEX_SHADER: i32 = 1;
pub const D3D12_SHVER_GEOMETRY_SHADER: i32 = 2;
pub const D3D12_SHVER_HULL_SHADER: i32 = 3;
pub const D3D12_SHVER_DOMAIN_SHADER: i32 = 4;
pub const D3D12_SHVER_COMPUTE_SHADER: i32 = 5;
pub const D3D12_SHVER_LIBRARY: i32 = 6;
pub const D3D12_SHVER_RAY_GENERATION_SHADER: i32 = 7;
pub const D3D12_SHVER_INTERSECTION_SHADER: i32 = 8;
pub const D3D12_SHVER_ANY_HIT_SHADER: i32 = 9;
pub const D3D12_SHVER_CLOSEST_HIT_SHADER: i32 = 10;
pub const D3D12_SHVER_MISS_SHADER: i32 = 11;
pub const D3D12_SHVER_CALLABLE_SHADER: i32 = 12;
pub const D3D12_SHVER_MESH_SHADER: i32 = 13;
pub const D3D12_SHVER_AMPLIFICATION_SHADER: i32 = 14;
pub const D3D12_SHVER_NODE_SHADER: i32 = 15;
pub const D3D12_SHVER_RESERVED0: i32 = 65520;
// D3D12_SHADER_VERSION_TYPE
const (
	D3D12_SHVER_PIXEL_SHADER int32 = 0
	D3D12_SHVER_VERTEX_SHADER int32 = 1
	D3D12_SHVER_GEOMETRY_SHADER int32 = 2
	D3D12_SHVER_HULL_SHADER int32 = 3
	D3D12_SHVER_DOMAIN_SHADER int32 = 4
	D3D12_SHVER_COMPUTE_SHADER int32 = 5
	D3D12_SHVER_LIBRARY int32 = 6
	D3D12_SHVER_RAY_GENERATION_SHADER int32 = 7
	D3D12_SHVER_INTERSECTION_SHADER int32 = 8
	D3D12_SHVER_ANY_HIT_SHADER int32 = 9
	D3D12_SHVER_CLOSEST_HIT_SHADER int32 = 10
	D3D12_SHVER_MISS_SHADER int32 = 11
	D3D12_SHVER_CALLABLE_SHADER int32 = 12
	D3D12_SHVER_MESH_SHADER int32 = 13
	D3D12_SHVER_AMPLIFICATION_SHADER int32 = 14
	D3D12_SHVER_NODE_SHADER int32 = 15
	D3D12_SHVER_RESERVED0 int32 = 65520
)
const
  D3D12_SHVER_PIXEL_SHADER = 0;
  D3D12_SHVER_VERTEX_SHADER = 1;
  D3D12_SHVER_GEOMETRY_SHADER = 2;
  D3D12_SHVER_HULL_SHADER = 3;
  D3D12_SHVER_DOMAIN_SHADER = 4;
  D3D12_SHVER_COMPUTE_SHADER = 5;
  D3D12_SHVER_LIBRARY = 6;
  D3D12_SHVER_RAY_GENERATION_SHADER = 7;
  D3D12_SHVER_INTERSECTION_SHADER = 8;
  D3D12_SHVER_ANY_HIT_SHADER = 9;
  D3D12_SHVER_CLOSEST_HIT_SHADER = 10;
  D3D12_SHVER_MISS_SHADER = 11;
  D3D12_SHVER_CALLABLE_SHADER = 12;
  D3D12_SHVER_MESH_SHADER = 13;
  D3D12_SHVER_AMPLIFICATION_SHADER = 14;
  D3D12_SHVER_NODE_SHADER = 15;
  D3D12_SHVER_RESERVED0 = 65520;
// D3D12_SHADER_VERSION_TYPE
pub const D3D12_SHVER_PIXEL_SHADER: i32 = 0;
pub const D3D12_SHVER_VERTEX_SHADER: i32 = 1;
pub const D3D12_SHVER_GEOMETRY_SHADER: i32 = 2;
pub const D3D12_SHVER_HULL_SHADER: i32 = 3;
pub const D3D12_SHVER_DOMAIN_SHADER: i32 = 4;
pub const D3D12_SHVER_COMPUTE_SHADER: i32 = 5;
pub const D3D12_SHVER_LIBRARY: i32 = 6;
pub const D3D12_SHVER_RAY_GENERATION_SHADER: i32 = 7;
pub const D3D12_SHVER_INTERSECTION_SHADER: i32 = 8;
pub const D3D12_SHVER_ANY_HIT_SHADER: i32 = 9;
pub const D3D12_SHVER_CLOSEST_HIT_SHADER: i32 = 10;
pub const D3D12_SHVER_MISS_SHADER: i32 = 11;
pub const D3D12_SHVER_CALLABLE_SHADER: i32 = 12;
pub const D3D12_SHVER_MESH_SHADER: i32 = 13;
pub const D3D12_SHVER_AMPLIFICATION_SHADER: i32 = 14;
pub const D3D12_SHVER_NODE_SHADER: i32 = 15;
pub const D3D12_SHVER_RESERVED0: i32 = 65520;
const
  D3D12_SHVER_PIXEL_SHADER* = 0
  D3D12_SHVER_VERTEX_SHADER* = 1
  D3D12_SHVER_GEOMETRY_SHADER* = 2
  D3D12_SHVER_HULL_SHADER* = 3
  D3D12_SHVER_DOMAIN_SHADER* = 4
  D3D12_SHVER_COMPUTE_SHADER* = 5
  D3D12_SHVER_LIBRARY* = 6
  D3D12_SHVER_RAY_GENERATION_SHADER* = 7
  D3D12_SHVER_INTERSECTION_SHADER* = 8
  D3D12_SHVER_ANY_HIT_SHADER* = 9
  D3D12_SHVER_CLOSEST_HIT_SHADER* = 10
  D3D12_SHVER_MISS_SHADER* = 11
  D3D12_SHVER_CALLABLE_SHADER* = 12
  D3D12_SHVER_MESH_SHADER* = 13
  D3D12_SHVER_AMPLIFICATION_SHADER* = 14
  D3D12_SHVER_NODE_SHADER* = 15
  D3D12_SHVER_RESERVED0* = 65520
enum D3D12_SHADER_VERSION_TYPE : int {
    D3D12_SHVER_PIXEL_SHADER = 0,
    D3D12_SHVER_VERTEX_SHADER = 1,
    D3D12_SHVER_GEOMETRY_SHADER = 2,
    D3D12_SHVER_HULL_SHADER = 3,
    D3D12_SHVER_DOMAIN_SHADER = 4,
    D3D12_SHVER_COMPUTE_SHADER = 5,
    D3D12_SHVER_LIBRARY = 6,
    D3D12_SHVER_RAY_GENERATION_SHADER = 7,
    D3D12_SHVER_INTERSECTION_SHADER = 8,
    D3D12_SHVER_ANY_HIT_SHADER = 9,
    D3D12_SHVER_CLOSEST_HIT_SHADER = 10,
    D3D12_SHVER_MISS_SHADER = 11,
    D3D12_SHVER_CALLABLE_SHADER = 12,
    D3D12_SHVER_MESH_SHADER = 13,
    D3D12_SHVER_AMPLIFICATION_SHADER = 14,
    D3D12_SHVER_NODE_SHADER = 15,
    D3D12_SHVER_RESERVED0 = 65520,
}
#define global D3D12_SHVER_PIXEL_SHADER          0x0
#define global D3D12_SHVER_VERTEX_SHADER         0x1
#define global D3D12_SHVER_GEOMETRY_SHADER       0x2
#define global D3D12_SHVER_HULL_SHADER           0x3
#define global D3D12_SHVER_DOMAIN_SHADER         0x4
#define global D3D12_SHVER_COMPUTE_SHADER        0x5
#define global D3D12_SHVER_LIBRARY               0x6
#define global D3D12_SHVER_RAY_GENERATION_SHADER 0x7
#define global D3D12_SHVER_INTERSECTION_SHADER   0x8
#define global D3D12_SHVER_ANY_HIT_SHADER        0x9
#define global D3D12_SHVER_CLOSEST_HIT_SHADER    0xA
#define global D3D12_SHVER_MISS_SHADER           0xB
#define global D3D12_SHVER_CALLABLE_SHADER       0xC
#define global D3D12_SHVER_MESH_SHADER           0xD
#define global D3D12_SHVER_AMPLIFICATION_SHADER  0xE
#define global D3D12_SHVER_NODE_SHADER           0xF
#define global D3D12_SHVER_RESERVED0             0xFFF0