Win32 API 日本語リファレンス
ホームGraphics.Direct3D10 › D3D10_SHADER_DEBUG_OUTPUTREG_INFO

D3D10_SHADER_DEBUG_OUTPUTREG_INFO

構造体
サイズx64: 180 バイト / x86: 180 バイト

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

フィールドサイズx64x86説明
OutputRegisterSetD3D10_SHADER_DEBUG_REGTYPE4+0+0出力先レジスタセットの種類を示す列挙値。
OutputRegDWORD4+4+4出力レジスタ番号。
TempArrayRegDWORD4+8+8一時配列レジスタ番号。
OutputComponentsDWORD16+12+12出力されるコンポーネント情報(4要素)。
OutputVarsD3D10_SHADER_DEBUG_OUTPUTVAR144+28+28出力変数情報(各コンポーネント4要素)。
IndexRegDWORD4+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。
IndexCompDWORD4+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 Structure
import 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: uint32
struct 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