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ホームGraphics.Direct3D12 › D3D12_SHADER_VISIBILITY

D3D12_SHADER_VISIBILITY

列挙型
基底型i4

メンバー 8

名前10進16進
D3D12_SHADER_VISIBILITY_ALL00x0
D3D12_SHADER_VISIBILITY_VERTEX10x1
D3D12_SHADER_VISIBILITY_HULL20x2
D3D12_SHADER_VISIBILITY_DOMAIN30x3
D3D12_SHADER_VISIBILITY_GEOMETRY40x4
D3D12_SHADER_VISIBILITY_PIXEL50x5
D3D12_SHADER_VISIBILITY_AMPLIFICATION60x6
D3D12_SHADER_VISIBILITY_MESH70x7

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 Enum
import 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* = 7
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,
}
#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