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DML_BINDING_TABLE_DESC
構造体サイズ=各フィールドのバイト数(x64/x86 で異なる場合は x64/x86 と併記)。x64/x86 列=フィールドのバイトオフセット(HSPで dupptr / lpoke / wpoke 等に使用)。
フィールド
| フィールド | 型 | サイズ | x64 | x86 | 説明 |
|---|---|---|---|---|---|
| Dispatchable | IDMLDispatchable* | 8/4 | +0 | +0 | バインディング対象となるディスパッチ可能オブジェクト(演算子初期化子や実行可能オブジェクト)へのポインタ。 |
| CPUDescriptorHandle | D3D12_CPU_DESCRIPTOR_HANDLE | 8/4 | +8 | +4 | ディスクリプタヒープ範囲の先頭を指すCPU側ディスクリプタハンドル。 |
| GPUDescriptorHandle | D3D12_GPU_DESCRIPTOR_HANDLE | 8 | +16 | +8 | ディスクリプタヒープ範囲の先頭を指すGPU側ディスクリプタハンドル。 |
| SizeInDescriptors | DWORD | 4 | +24 | +16 | バインディングテーブルが使用するディスクリプタの個数。 |
各言語での定義
#include <windows.h>
// D3D12_CPU_DESCRIPTOR_HANDLE (x64 8 / x86 4 バイト)
typedef struct D3D12_CPU_DESCRIPTOR_HANDLE {
UINT_PTR ptr;
} D3D12_CPU_DESCRIPTOR_HANDLE;
// D3D12_GPU_DESCRIPTOR_HANDLE (x64 8 / x86 8 バイト)
typedef struct D3D12_GPU_DESCRIPTOR_HANDLE {
ULONGLONG ptr;
} D3D12_GPU_DESCRIPTOR_HANDLE;
// DML_BINDING_TABLE_DESC (x64 32 / x86 24 バイト)
typedef struct DML_BINDING_TABLE_DESC {
IDMLDispatchable* Dispatchable;
D3D12_CPU_DESCRIPTOR_HANDLE CPUDescriptorHandle;
D3D12_GPU_DESCRIPTOR_HANDLE GPUDescriptorHandle;
DWORD SizeInDescriptors;
} DML_BINDING_TABLE_DESC;using System;
using System.Runtime.InteropServices;
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D12_CPU_DESCRIPTOR_HANDLE
{
public UIntPtr ptr;
}
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D12_GPU_DESCRIPTOR_HANDLE
{
public ulong ptr;
}
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct DML_BINDING_TABLE_DESC
{
public IntPtr Dispatchable;
public D3D12_CPU_DESCRIPTOR_HANDLE CPUDescriptorHandle;
public D3D12_GPU_DESCRIPTOR_HANDLE GPUDescriptorHandle;
public uint SizeInDescriptors;
}Imports System.Runtime.InteropServices
<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D12_CPU_DESCRIPTOR_HANDLE
Public ptr As UIntPtr
End Structure
<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D12_GPU_DESCRIPTOR_HANDLE
Public ptr As ULong
End Structure
<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure DML_BINDING_TABLE_DESC
Public Dispatchable As IntPtr
Public CPUDescriptorHandle As D3D12_CPU_DESCRIPTOR_HANDLE
Public GPUDescriptorHandle As D3D12_GPU_DESCRIPTOR_HANDLE
Public SizeInDescriptors As UInteger
End Structureimport ctypes
from ctypes import wintypes
class D3D12_CPU_DESCRIPTOR_HANDLE(ctypes.Structure):
_fields_ = [
("ptr", ctypes.c_size_t),
]
class D3D12_GPU_DESCRIPTOR_HANDLE(ctypes.Structure):
_fields_ = [
("ptr", ctypes.c_ulonglong),
]
class DML_BINDING_TABLE_DESC(ctypes.Structure):
_fields_ = [
("Dispatchable", ctypes.c_void_p),
("CPUDescriptorHandle", D3D12_CPU_DESCRIPTOR_HANDLE),
("GPUDescriptorHandle", D3D12_GPU_DESCRIPTOR_HANDLE),
("SizeInDescriptors", wintypes.DWORD),
]#[repr(C)]
pub struct D3D12_CPU_DESCRIPTOR_HANDLE {
pub ptr: usize,
}
#[repr(C)]
pub struct D3D12_GPU_DESCRIPTOR_HANDLE {
pub ptr: u64,
}
#[repr(C)]
pub struct DML_BINDING_TABLE_DESC {
pub Dispatchable: *mut core::ffi::c_void,
pub CPUDescriptorHandle: D3D12_CPU_DESCRIPTOR_HANDLE,
pub GPUDescriptorHandle: D3D12_GPU_DESCRIPTOR_HANDLE,
pub SizeInDescriptors: u32,
}import "golang.org/x/sys/windows"
type D3D12_CPU_DESCRIPTOR_HANDLE struct {
ptr uintptr
}
type D3D12_GPU_DESCRIPTOR_HANDLE struct {
ptr uint64
}
type DML_BINDING_TABLE_DESC struct {
Dispatchable uintptr
CPUDescriptorHandle D3D12_CPU_DESCRIPTOR_HANDLE
GPUDescriptorHandle D3D12_GPU_DESCRIPTOR_HANDLE
SizeInDescriptors uint32
}type
D3D12_CPU_DESCRIPTOR_HANDLE = record
ptr: NativeUInt;
end;
D3D12_GPU_DESCRIPTOR_HANDLE = record
ptr: UInt64;
end;
DML_BINDING_TABLE_DESC = record
Dispatchable: Pointer;
CPUDescriptorHandle: D3D12_CPU_DESCRIPTOR_HANDLE;
GPUDescriptorHandle: D3D12_GPU_DESCRIPTOR_HANDLE;
SizeInDescriptors: DWORD;
end;const D3D12_CPU_DESCRIPTOR_HANDLE = extern struct {
ptr: usize,
};
const D3D12_GPU_DESCRIPTOR_HANDLE = extern struct {
ptr: u64,
};
const DML_BINDING_TABLE_DESC = extern struct {
Dispatchable: ?*anyopaque,
CPUDescriptorHandle: D3D12_CPU_DESCRIPTOR_HANDLE,
GPUDescriptorHandle: D3D12_GPU_DESCRIPTOR_HANDLE,
SizeInDescriptors: u32,
};type
D3D12_CPU_DESCRIPTOR_HANDLE {.bycopy.} = object
ptr: uint
D3D12_GPU_DESCRIPTOR_HANDLE {.bycopy.} = object
ptr: uint64
DML_BINDING_TABLE_DESC {.bycopy.} = object
Dispatchable: pointer
CPUDescriptorHandle: D3D12_CPU_DESCRIPTOR_HANDLE
GPUDescriptorHandle: D3D12_GPU_DESCRIPTOR_HANDLE
SizeInDescriptors: uint32struct D3D12_CPU_DESCRIPTOR_HANDLE
{
size_t ptr;
}
struct D3D12_GPU_DESCRIPTOR_HANDLE
{
ulong ptr;
}
struct DML_BINDING_TABLE_DESC
{
void* Dispatchable;
D3D12_CPU_DESCRIPTOR_HANDLE CPUDescriptorHandle;
D3D12_GPU_DESCRIPTOR_HANDLE GPUDescriptorHandle;
uint SizeInDescriptors;
}HSP用 定義
HSP3.7/3.8 は構造体機能が無いため4byte整数配列(dim)+peek/poke で操作(32/64bitでサイズ・位置が異なる場合はタブで分割)。IronHSP は NSTRUCT(#defstruct/stdim/->)で32/64bit共通。
; HSP3.7/3.8 は構造体機能が無いため、4byte整数の配列変数で操作します。(x86 レイアウト)
; DML_BINDING_TABLE_DESC サイズ: 24 バイト(x86)
dim st, 6 ; 4byte整数×6(構造体サイズ 24 / 4 切り上げ)
; Dispatchable : IDMLDispatchable* (+0, 4byte) st.0 = 値 / 値 = st.0 (lpoke/lpeek も可)
; CPUDescriptorHandle : D3D12_CPU_DESCRIPTOR_HANDLE (+4, 4byte) varptr(st)+4 を基点に操作(4byte:入れ子/配列)
; GPUDescriptorHandle : D3D12_GPU_DESCRIPTOR_HANDLE (+8, 8byte) varptr(st)+8 を基点に操作(8byte:入れ子/配列)
; SizeInDescriptors : DWORD (+16, 4byte) st.4 = 値 / 値 = st.4 (lpoke/lpeek も可)
; ※4byte境界の整数は添字 st.N(N=オフセット/4)で読み書き可。それ以外は peek/poke 系を使用。; HSP3.7/3.8 は構造体機能が無いため、4byte整数の配列変数で操作します。(x64 レイアウト)
; DML_BINDING_TABLE_DESC サイズ: 32 バイト(x64)
dim st, 8 ; 4byte整数×8(構造体サイズ 32 / 4 切り上げ)
; Dispatchable : IDMLDispatchable* (+0, 8byte) qpoke st,0,値 / qpeek(st,0) ※IronHSPのみ。3.7/3.8は lpoke st,0,下位 : lpoke st,4,上位
; CPUDescriptorHandle : D3D12_CPU_DESCRIPTOR_HANDLE (+8, 8byte) varptr(st)+8 を基点に操作(8byte:入れ子/配列)
; GPUDescriptorHandle : D3D12_GPU_DESCRIPTOR_HANDLE (+16, 8byte) varptr(st)+16 を基点に操作(8byte:入れ子/配列)
; SizeInDescriptors : DWORD (+24, 4byte) st.6 = 値 / 値 = st.6 (lpoke/lpeek も可)
; ※4byte境界の整数は添字 st.N(N=オフセット/4)で読み書き可。それ以外は peek/poke 系を使用。; IronHSP は NSTRUCT(構造体)をサポート。32bit/64bit どちらでも同じコードで動作します。
; ※GUID・入れ子構造体はデフォルト型でないため、依存する #defstruct を先に定義(下記に同梱)。
#defstruct global D3D12_CPU_DESCRIPTOR_HANDLE
#field intptr ptr
#endstruct
#defstruct global D3D12_GPU_DESCRIPTOR_HANDLE
#field int64 ptr
#endstruct
#defstruct global DML_BINDING_TABLE_DESC
#field intptr Dispatchable
#field D3D12_CPU_DESCRIPTOR_HANDLE CPUDescriptorHandle
#field D3D12_GPU_DESCRIPTOR_HANDLE GPUDescriptorHandle
#field int SizeInDescriptors
#endstruct
stdim st, DML_BINDING_TABLE_DESC ; NSTRUCT 変数を確保
st->SizeInDescriptors = 100
mes "SizeInDescriptors=" + st->SizeInDescriptors