ホーム › Graphics.Direct3D12 › D3D12_SHADER_VISIBILITY
D3D12_SHADER_VISIBILITY
列挙型メンバー 8
| 名前 | 10進 | 16進 |
|---|---|---|
| D3D12_SHADER_VISIBILITY_ALL | 0 | 0x0 |
| D3D12_SHADER_VISIBILITY_VERTEX | 1 | 0x1 |
| D3D12_SHADER_VISIBILITY_HULL | 2 | 0x2 |
| D3D12_SHADER_VISIBILITY_DOMAIN | 3 | 0x3 |
| D3D12_SHADER_VISIBILITY_GEOMETRY | 4 | 0x4 |
| D3D12_SHADER_VISIBILITY_PIXEL | 5 | 0x5 |
| D3D12_SHADER_VISIBILITY_AMPLIFICATION | 6 | 0x6 |
| D3D12_SHADER_VISIBILITY_MESH | 7 | 0x7 |
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_VISIBILITY : int {
D3D12_SHADER_VISIBILITY_ALL = 0,
D3D12_SHADER_VISIBILITY_VERTEX = 1,
D3D12_SHADER_VISIBILITY_HULL = 2,
D3D12_SHADER_VISIBILITY_DOMAIN = 3,
D3D12_SHADER_VISIBILITY_GEOMETRY = 4,
D3D12_SHADER_VISIBILITY_PIXEL = 5,
D3D12_SHADER_VISIBILITY_AMPLIFICATION = 6,
D3D12_SHADER_VISIBILITY_MESH = 7
} D3D12_SHADER_VISIBILITY;public enum D3D12_SHADER_VISIBILITY : int
{
D3D12_SHADER_VISIBILITY_ALL = 0,
D3D12_SHADER_VISIBILITY_VERTEX = 1,
D3D12_SHADER_VISIBILITY_HULL = 2,
D3D12_SHADER_VISIBILITY_DOMAIN = 3,
D3D12_SHADER_VISIBILITY_GEOMETRY = 4,
D3D12_SHADER_VISIBILITY_PIXEL = 5,
D3D12_SHADER_VISIBILITY_AMPLIFICATION = 6,
D3D12_SHADER_VISIBILITY_MESH = 7,
}Public Enum D3D12_SHADER_VISIBILITY As Integer
D3D12_SHADER_VISIBILITY_ALL = 0
D3D12_SHADER_VISIBILITY_VERTEX = 1
D3D12_SHADER_VISIBILITY_HULL = 2
D3D12_SHADER_VISIBILITY_DOMAIN = 3
D3D12_SHADER_VISIBILITY_GEOMETRY = 4
D3D12_SHADER_VISIBILITY_PIXEL = 5
D3D12_SHADER_VISIBILITY_AMPLIFICATION = 6
D3D12_SHADER_VISIBILITY_MESH = 7
End Enumimport enum
class D3D12_SHADER_VISIBILITY(enum.IntEnum):
D3D12_SHADER_VISIBILITY_ALL = 0
D3D12_SHADER_VISIBILITY_VERTEX = 1
D3D12_SHADER_VISIBILITY_HULL = 2
D3D12_SHADER_VISIBILITY_DOMAIN = 3
D3D12_SHADER_VISIBILITY_GEOMETRY = 4
D3D12_SHADER_VISIBILITY_PIXEL = 5
D3D12_SHADER_VISIBILITY_AMPLIFICATION = 6
D3D12_SHADER_VISIBILITY_MESH = 7// D3D12_SHADER_VISIBILITY
pub const D3D12_SHADER_VISIBILITY_ALL: i32 = 0;
pub const D3D12_SHADER_VISIBILITY_VERTEX: i32 = 1;
pub const D3D12_SHADER_VISIBILITY_HULL: i32 = 2;
pub const D3D12_SHADER_VISIBILITY_DOMAIN: i32 = 3;
pub const D3D12_SHADER_VISIBILITY_GEOMETRY: i32 = 4;
pub const D3D12_SHADER_VISIBILITY_PIXEL: i32 = 5;
pub const D3D12_SHADER_VISIBILITY_AMPLIFICATION: i32 = 6;
pub const D3D12_SHADER_VISIBILITY_MESH: i32 = 7;// D3D12_SHADER_VISIBILITY
const (
D3D12_SHADER_VISIBILITY_ALL int32 = 0
D3D12_SHADER_VISIBILITY_VERTEX int32 = 1
D3D12_SHADER_VISIBILITY_HULL int32 = 2
D3D12_SHADER_VISIBILITY_DOMAIN int32 = 3
D3D12_SHADER_VISIBILITY_GEOMETRY int32 = 4
D3D12_SHADER_VISIBILITY_PIXEL int32 = 5
D3D12_SHADER_VISIBILITY_AMPLIFICATION int32 = 6
D3D12_SHADER_VISIBILITY_MESH int32 = 7
)const
D3D12_SHADER_VISIBILITY_ALL = 0;
D3D12_SHADER_VISIBILITY_VERTEX = 1;
D3D12_SHADER_VISIBILITY_HULL = 2;
D3D12_SHADER_VISIBILITY_DOMAIN = 3;
D3D12_SHADER_VISIBILITY_GEOMETRY = 4;
D3D12_SHADER_VISIBILITY_PIXEL = 5;
D3D12_SHADER_VISIBILITY_AMPLIFICATION = 6;
D3D12_SHADER_VISIBILITY_MESH = 7;// D3D12_SHADER_VISIBILITY
pub const D3D12_SHADER_VISIBILITY_ALL: i32 = 0;
pub const D3D12_SHADER_VISIBILITY_VERTEX: i32 = 1;
pub const D3D12_SHADER_VISIBILITY_HULL: i32 = 2;
pub const D3D12_SHADER_VISIBILITY_DOMAIN: i32 = 3;
pub const D3D12_SHADER_VISIBILITY_GEOMETRY: i32 = 4;
pub const D3D12_SHADER_VISIBILITY_PIXEL: i32 = 5;
pub const D3D12_SHADER_VISIBILITY_AMPLIFICATION: i32 = 6;
pub const D3D12_SHADER_VISIBILITY_MESH: i32 = 7;const
D3D12_SHADER_VISIBILITY_ALL* = 0
D3D12_SHADER_VISIBILITY_VERTEX* = 1
D3D12_SHADER_VISIBILITY_HULL* = 2
D3D12_SHADER_VISIBILITY_DOMAIN* = 3
D3D12_SHADER_VISIBILITY_GEOMETRY* = 4
D3D12_SHADER_VISIBILITY_PIXEL* = 5
D3D12_SHADER_VISIBILITY_AMPLIFICATION* = 6
D3D12_SHADER_VISIBILITY_MESH* = 7enum D3D12_SHADER_VISIBILITY : int {
D3D12_SHADER_VISIBILITY_ALL = 0,
D3D12_SHADER_VISIBILITY_VERTEX = 1,
D3D12_SHADER_VISIBILITY_HULL = 2,
D3D12_SHADER_VISIBILITY_DOMAIN = 3,
D3D12_SHADER_VISIBILITY_GEOMETRY = 4,
D3D12_SHADER_VISIBILITY_PIXEL = 5,
D3D12_SHADER_VISIBILITY_AMPLIFICATION = 6,
D3D12_SHADER_VISIBILITY_MESH = 7,
}#define global D3D12_SHADER_VISIBILITY_ALL 0x0
#define global D3D12_SHADER_VISIBILITY_VERTEX 0x1
#define global D3D12_SHADER_VISIBILITY_HULL 0x2
#define global D3D12_SHADER_VISIBILITY_DOMAIN 0x3
#define global D3D12_SHADER_VISIBILITY_GEOMETRY 0x4
#define global D3D12_SHADER_VISIBILITY_PIXEL 0x5
#define global D3D12_SHADER_VISIBILITY_AMPLIFICATION 0x6
#define global D3D12_SHADER_VISIBILITY_MESH 0x7