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D3D10_SHADER_DEBUG_OUTPUTREG_INFO
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 |
|---|---|---|---|---|---|
| OutputRegisterSet | D3D10_SHADER_DEBUG_REGTYPE | 4 | +0 | +0 | 出力先レジスタセットの種類を示す列挙値。 |
| OutputReg | DWORD | 4 | +4 | +4 | 出力レジスタ番号。 |
| TempArrayReg | DWORD | 4 | +8 | +8 | 一時配列レジスタ番号。 |
| OutputComponents | DWORD | 16 | +12 | +12 | 出力されるコンポーネント情報(4要素)。 |
| OutputVars | D3D10_SHADER_DEBUG_OUTPUTVAR | 144 | +28 | +28 | 出力変数情報(各コンポーネント4要素)。 |
| IndexReg | DWORD | 4 | +172 | +172 | 相対アドレッシングに使うインデックスレジスタ番号。 |
| IndexComp | DWORD | 4 | +176 | +176 | インデックスレジスタのコンポーネント。 |
各言語での定義
#include <windows.h>
// D3D10_SHADER_DEBUG_OUTPUTVAR (x64 36 / x86 36 バイト)
typedef struct D3D10_SHADER_DEBUG_OUTPUTVAR {
DWORD Var;
DWORD uValueMin;
DWORD uValueMax;
INT iValueMin;
INT iValueMax;
FLOAT fValueMin;
FLOAT fValueMax;
BOOL bNaNPossible;
BOOL bInfPossible;
} D3D10_SHADER_DEBUG_OUTPUTVAR;
// D3D10_SHADER_DEBUG_OUTPUTREG_INFO (x64 180 / x86 180 バイト)
typedef struct D3D10_SHADER_DEBUG_OUTPUTREG_INFO {
D3D10_SHADER_DEBUG_REGTYPE OutputRegisterSet;
DWORD OutputReg;
DWORD TempArrayReg;
DWORD OutputComponents[4];
D3D10_SHADER_DEBUG_OUTPUTVAR OutputVars[4];
DWORD IndexReg;
DWORD IndexComp;
} D3D10_SHADER_DEBUG_OUTPUTREG_INFO;using System;
using System.Runtime.InteropServices;
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D10_SHADER_DEBUG_OUTPUTVAR
{
public uint Var;
public uint uValueMin;
public uint uValueMax;
public int iValueMin;
public int iValueMax;
public float fValueMin;
public float fValueMax;
[MarshalAs(UnmanagedType.Bool)] public bool bNaNPossible;
[MarshalAs(UnmanagedType.Bool)] public bool bInfPossible;
}
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D10_SHADER_DEBUG_OUTPUTREG_INFO
{
public int OutputRegisterSet;
public uint OutputReg;
public uint TempArrayReg;
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 4)] public uint[] OutputComponents;
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 4)] public D3D10_SHADER_DEBUG_OUTPUTVAR[] OutputVars;
public uint IndexReg;
public uint IndexComp;
}Imports System.Runtime.InteropServices
<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D10_SHADER_DEBUG_OUTPUTVAR
Public Var As UInteger
Public uValueMin As UInteger
Public uValueMax As UInteger
Public iValueMin As Integer
Public iValueMax As Integer
Public fValueMin As Single
Public fValueMax As Single
<MarshalAs(UnmanagedType.Bool)> Public bNaNPossible As Boolean
<MarshalAs(UnmanagedType.Bool)> Public bInfPossible As Boolean
End Structure
<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D10_SHADER_DEBUG_OUTPUTREG_INFO
Public OutputRegisterSet As Integer
Public OutputReg As UInteger
Public TempArrayReg As UInteger
<MarshalAs(UnmanagedType.ByValArray, SizeConst:=4)> Public OutputComponents() As UInteger
<MarshalAs(UnmanagedType.ByValArray, SizeConst:=4)> Public OutputVars() As D3D10_SHADER_DEBUG_OUTPUTVAR
Public IndexReg As UInteger
Public IndexComp As UInteger
End Structureimport ctypes
from ctypes import wintypes
class D3D10_SHADER_DEBUG_OUTPUTVAR(ctypes.Structure):
_fields_ = [
("Var", wintypes.DWORD),
("uValueMin", wintypes.DWORD),
("uValueMax", wintypes.DWORD),
("iValueMin", ctypes.c_int),
("iValueMax", ctypes.c_int),
("fValueMin", ctypes.c_float),
("fValueMax", ctypes.c_float),
("bNaNPossible", wintypes.BOOL),
("bInfPossible", wintypes.BOOL),
]
class D3D10_SHADER_DEBUG_OUTPUTREG_INFO(ctypes.Structure):
_fields_ = [
("OutputRegisterSet", ctypes.c_int),
("OutputReg", wintypes.DWORD),
("TempArrayReg", wintypes.DWORD),
("OutputComponents", wintypes.DWORD * 4),
("OutputVars", D3D10_SHADER_DEBUG_OUTPUTVAR * 4),
("IndexReg", wintypes.DWORD),
("IndexComp", wintypes.DWORD),
]#[repr(C)]
pub struct D3D10_SHADER_DEBUG_OUTPUTVAR {
pub Var: u32,
pub uValueMin: u32,
pub uValueMax: u32,
pub iValueMin: i32,
pub iValueMax: i32,
pub fValueMin: f32,
pub fValueMax: f32,
pub bNaNPossible: i32,
pub bInfPossible: i32,
}
#[repr(C)]
pub struct D3D10_SHADER_DEBUG_OUTPUTREG_INFO {
pub OutputRegisterSet: i32,
pub OutputReg: u32,
pub TempArrayReg: u32,
pub OutputComponents: [u32; 4],
pub OutputVars: [D3D10_SHADER_DEBUG_OUTPUTVAR; 4],
pub IndexReg: u32,
pub IndexComp: u32,
}import "golang.org/x/sys/windows"
type D3D10_SHADER_DEBUG_OUTPUTVAR struct {
Var uint32
uValueMin uint32
uValueMax uint32
iValueMin int32
iValueMax int32
fValueMin float32
fValueMax float32
bNaNPossible int32
bInfPossible int32
}
type D3D10_SHADER_DEBUG_OUTPUTREG_INFO struct {
OutputRegisterSet int32
OutputReg uint32
TempArrayReg uint32
OutputComponents [4]uint32
OutputVars [4]D3D10_SHADER_DEBUG_OUTPUTVAR
IndexReg uint32
IndexComp uint32
}type
D3D10_SHADER_DEBUG_OUTPUTVAR = record
Var: DWORD;
uValueMin: DWORD;
uValueMax: DWORD;
iValueMin: Integer;
iValueMax: Integer;
fValueMin: Single;
fValueMax: Single;
bNaNPossible: BOOL;
bInfPossible: BOOL;
end;
D3D10_SHADER_DEBUG_OUTPUTREG_INFO = record
OutputRegisterSet: Integer;
OutputReg: DWORD;
TempArrayReg: DWORD;
OutputComponents: array[0..3] of DWORD;
OutputVars: array[0..3] of D3D10_SHADER_DEBUG_OUTPUTVAR;
IndexReg: DWORD;
IndexComp: DWORD;
end;const D3D10_SHADER_DEBUG_OUTPUTVAR = extern struct {
Var: u32,
uValueMin: u32,
uValueMax: u32,
iValueMin: i32,
iValueMax: i32,
fValueMin: f32,
fValueMax: f32,
bNaNPossible: i32,
bInfPossible: i32,
};
const D3D10_SHADER_DEBUG_OUTPUTREG_INFO = extern struct {
OutputRegisterSet: i32,
OutputReg: u32,
TempArrayReg: u32,
OutputComponents: [4]u32,
OutputVars: [4]D3D10_SHADER_DEBUG_OUTPUTVAR,
IndexReg: u32,
IndexComp: u32,
};type
D3D10_SHADER_DEBUG_OUTPUTVAR {.bycopy.} = object
Var: uint32
uValueMin: uint32
uValueMax: uint32
iValueMin: int32
iValueMax: int32
fValueMin: float32
fValueMax: float32
bNaNPossible: int32
bInfPossible: int32
D3D10_SHADER_DEBUG_OUTPUTREG_INFO {.bycopy.} = object
OutputRegisterSet: int32
OutputReg: uint32
TempArrayReg: uint32
OutputComponents: array[4, uint32]
OutputVars: array[4, D3D10_SHADER_DEBUG_OUTPUTVAR]
IndexReg: uint32
IndexComp: uint32struct D3D10_SHADER_DEBUG_OUTPUTVAR
{
uint Var;
uint uValueMin;
uint uValueMax;
int iValueMin;
int iValueMax;
float fValueMin;
float fValueMax;
int bNaNPossible;
int bInfPossible;
}
struct D3D10_SHADER_DEBUG_OUTPUTREG_INFO
{
int OutputRegisterSet;
uint OutputReg;
uint TempArrayReg;
uint[4] OutputComponents;
D3D10_SHADER_DEBUG_OUTPUTVAR[4] OutputVars;
uint IndexReg;
uint IndexComp;
}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。(x64 レイアウト)
; D3D10_SHADER_DEBUG_OUTPUTREG_INFO サイズ: 180 バイト(x64)
dim st, 45 ; 4byte整数×45(構造体サイズ 180 / 4 切り上げ)
; OutputRegisterSet : D3D10_SHADER_DEBUG_REGTYPE (+0, 4byte) st.0 = 値 / 値 = st.0 (lpoke/lpeek も可)
; OutputReg : DWORD (+4, 4byte) st.1 = 値 / 値 = st.1 (lpoke/lpeek も可)
; TempArrayReg : DWORD (+8, 4byte) st.2 = 値 / 値 = st.2 (lpoke/lpeek も可)
; OutputComponents : DWORD (+12, 16byte) varptr(st)+12 を基点に操作(16byte:入れ子/配列)
; OutputVars : D3D10_SHADER_DEBUG_OUTPUTVAR (+28, 144byte) varptr(st)+28 を基点に操作(144byte:入れ子/配列)
; IndexReg : DWORD (+172, 4byte) st.43 = 値 / 値 = st.43 (lpoke/lpeek も可)
; IndexComp : DWORD (+176, 4byte) st.44 = 値 / 値 = st.44 (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 D3D10_SHADER_DEBUG_OUTPUTVAR
#field int Var
#field int uValueMin
#field int uValueMax
#field int iValueMin
#field int iValueMax
#field float fValueMin
#field float fValueMax
#field bool bNaNPossible
#field bool bInfPossible
#endstruct
#defstruct global D3D10_SHADER_DEBUG_OUTPUTREG_INFO
#field int OutputRegisterSet
#field int OutputReg
#field int TempArrayReg
#field int OutputComponents 4
#field D3D10_SHADER_DEBUG_OUTPUTVAR OutputVars 4
#field int IndexReg
#field int IndexComp
#endstruct
stdim st, D3D10_SHADER_DEBUG_OUTPUTREG_INFO ; NSTRUCT 変数を確保
st->OutputRegisterSet = 100
mes "OutputRegisterSet=" + st->OutputRegisterSet