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D3D11_SHADER_DESC

構造体
サイズx64: 160 バイト / x86: 152 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
VersionDWORD4+0+0シェーダーのバージョンとタイプをエンコードした値。
CreatorLPSTR8/4+8+4シェーダーをコンパイルしたコンパイラの名称文字列。
FlagsDWORD4+16+8コンパイル時に指定されたシェーダーフラグ。
ConstantBuffersDWORD4+20+12シェーダーが使用する定数バッファの数。
BoundResourcesDWORD4+24+16シェーダーにバインドされたリソースの数。
InputParametersDWORD4+28+20入力シグネチャのパラメータ数。
OutputParametersDWORD4+32+24出力シグネチャのパラメータ数。
InstructionCountDWORD4+36+28シェーダー命令の総数。
TempRegisterCountDWORD4+40+32使用される一時レジスタの数。
TempArrayCountDWORD4+44+36使用される一時配列の数。
DefCountDWORD4+48+40定数定義(def)命令の数。
DclCountDWORD4+52+44宣言(dcl)命令の数。
TextureNormalInstructionsDWORD4+56+48通常のテクスチャ命令の数。
TextureLoadInstructionsDWORD4+60+52テクスチャロード命令の数。
TextureCompInstructionsDWORD4+64+56テクスチャ比較命令の数。
TextureBiasInstructionsDWORD4+68+60バイアス付きテクスチャ命令の数。
TextureGradientInstructionsDWORD4+72+64勾配指定付きテクスチャ命令の数。
FloatInstructionCountDWORD4+76+68浮動小数点演算命令の数。
IntInstructionCountDWORD4+80+72符号付き整数演算命令の数。
UintInstructionCountDWORD4+84+76符号なし整数演算命令の数。
StaticFlowControlCountDWORD4+88+80静的フロー制御命令の数。
DynamicFlowControlCountDWORD4+92+84動的フロー制御命令の数。
MacroInstructionCountDWORD4+96+88マクロ命令の数。
ArrayInstructionCountDWORD4+100+92配列命令の数。
CutInstructionCountDWORD4+104+96ジオメトリシェーダーのcut命令の数。
EmitInstructionCountDWORD4+108+100ジオメトリシェーダーのemit命令の数。
GSOutputTopologyD3D_PRIMITIVE_TOPOLOGY4+112+104ジオメトリシェーダー出力のプリミティブトポロジを示すD3D_PRIMITIVE_TOPOLOGY列挙値。
GSMaxOutputVertexCountDWORD4+116+108ジオメトリシェーダーが出力する最大頂点数。
InputPrimitiveD3D_PRIMITIVE4+120+112入力プリミティブの種類を示すD3D_PRIMITIVE列挙値。
PatchConstantParametersDWORD4+124+116パッチ定数シグネチャのパラメータ数。
cGSInstanceCountDWORD4+128+120ジオメトリシェーダーのインスタンス数。
cControlPointsDWORD4+132+124ハル/ドメインシェーダーの制御点数。
HSOutputPrimitiveD3D_TESSELLATOR_OUTPUT_PRIMITIVE4+136+128ハルシェーダー出力プリミティブを示すD3D_TESSELLATOR_OUTPUT_PRIMITIVE列挙値。
HSPartitioningD3D_TESSELLATOR_PARTITIONING4+140+132テッセレーションの分割方式を示すD3D_TESSELLATOR_PARTITIONING列挙値。
TessellatorDomainD3D_TESSELLATOR_DOMAIN4+144+136テッセレータのドメインを示すD3D_TESSELLATOR_DOMAIN列挙値。
cBarrierInstructionsDWORD4+148+140バリア命令の数。
cInterlockedInstructionsDWORD4+152+144インターロック(アトミック)命令の数。
cTextureStoreInstructionsDWORD4+156+148テクスチャストア命令の数。

各言語での定義

#include <windows.h>

// D3D11_SHADER_DESC  (x64 160 / x86 152 バイト)
typedef struct D3D11_SHADER_DESC {
    DWORD Version;
    LPSTR Creator;
    DWORD Flags;
    DWORD ConstantBuffers;
    DWORD BoundResources;
    DWORD InputParameters;
    DWORD OutputParameters;
    DWORD InstructionCount;
    DWORD TempRegisterCount;
    DWORD TempArrayCount;
    DWORD DefCount;
    DWORD DclCount;
    DWORD TextureNormalInstructions;
    DWORD TextureLoadInstructions;
    DWORD TextureCompInstructions;
    DWORD TextureBiasInstructions;
    DWORD TextureGradientInstructions;
    DWORD FloatInstructionCount;
    DWORD IntInstructionCount;
    DWORD UintInstructionCount;
    DWORD StaticFlowControlCount;
    DWORD DynamicFlowControlCount;
    DWORD MacroInstructionCount;
    DWORD ArrayInstructionCount;
    DWORD CutInstructionCount;
    DWORD EmitInstructionCount;
    D3D_PRIMITIVE_TOPOLOGY GSOutputTopology;
    DWORD GSMaxOutputVertexCount;
    D3D_PRIMITIVE InputPrimitive;
    DWORD PatchConstantParameters;
    DWORD cGSInstanceCount;
    DWORD cControlPoints;
    D3D_TESSELLATOR_OUTPUT_PRIMITIVE HSOutputPrimitive;
    D3D_TESSELLATOR_PARTITIONING HSPartitioning;
    D3D_TESSELLATOR_DOMAIN TessellatorDomain;
    DWORD cBarrierInstructions;
    DWORD cInterlockedInstructions;
    DWORD cTextureStoreInstructions;
} D3D11_SHADER_DESC;
using System;
using System.Runtime.InteropServices;

[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D11_SHADER_DESC
{
    public uint Version;
    public IntPtr Creator;
    public uint Flags;
    public uint ConstantBuffers;
    public uint BoundResources;
    public uint InputParameters;
    public uint OutputParameters;
    public uint InstructionCount;
    public uint TempRegisterCount;
    public uint TempArrayCount;
    public uint DefCount;
    public uint DclCount;
    public uint TextureNormalInstructions;
    public uint TextureLoadInstructions;
    public uint TextureCompInstructions;
    public uint TextureBiasInstructions;
    public uint TextureGradientInstructions;
    public uint FloatInstructionCount;
    public uint IntInstructionCount;
    public uint UintInstructionCount;
    public uint StaticFlowControlCount;
    public uint DynamicFlowControlCount;
    public uint MacroInstructionCount;
    public uint ArrayInstructionCount;
    public uint CutInstructionCount;
    public uint EmitInstructionCount;
    public int GSOutputTopology;
    public uint GSMaxOutputVertexCount;
    public int InputPrimitive;
    public uint PatchConstantParameters;
    public uint cGSInstanceCount;
    public uint cControlPoints;
    public int HSOutputPrimitive;
    public int HSPartitioning;
    public int TessellatorDomain;
    public uint cBarrierInstructions;
    public uint cInterlockedInstructions;
    public uint cTextureStoreInstructions;
}
Imports System.Runtime.InteropServices

<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D11_SHADER_DESC
    Public Version As UInteger
    Public Creator As IntPtr
    Public Flags As UInteger
    Public ConstantBuffers As UInteger
    Public BoundResources As UInteger
    Public InputParameters As UInteger
    Public OutputParameters As UInteger
    Public InstructionCount As UInteger
    Public TempRegisterCount As UInteger
    Public TempArrayCount As UInteger
    Public DefCount As UInteger
    Public DclCount As UInteger
    Public TextureNormalInstructions As UInteger
    Public TextureLoadInstructions As UInteger
    Public TextureCompInstructions As UInteger
    Public TextureBiasInstructions As UInteger
    Public TextureGradientInstructions As UInteger
    Public FloatInstructionCount As UInteger
    Public IntInstructionCount As UInteger
    Public UintInstructionCount As UInteger
    Public StaticFlowControlCount As UInteger
    Public DynamicFlowControlCount As UInteger
    Public MacroInstructionCount As UInteger
    Public ArrayInstructionCount As UInteger
    Public CutInstructionCount As UInteger
    Public EmitInstructionCount As UInteger
    Public GSOutputTopology As Integer
    Public GSMaxOutputVertexCount As UInteger
    Public InputPrimitive As Integer
    Public PatchConstantParameters As UInteger
    Public cGSInstanceCount As UInteger
    Public cControlPoints As UInteger
    Public HSOutputPrimitive As Integer
    Public HSPartitioning As Integer
    Public TessellatorDomain As Integer
    Public cBarrierInstructions As UInteger
    Public cInterlockedInstructions As UInteger
    Public cTextureStoreInstructions As UInteger
End Structure
import ctypes
from ctypes import wintypes

class D3D11_SHADER_DESC(ctypes.Structure):
    _fields_ = [
        ("Version", wintypes.DWORD),
        ("Creator", ctypes.c_void_p),
        ("Flags", wintypes.DWORD),
        ("ConstantBuffers", wintypes.DWORD),
        ("BoundResources", wintypes.DWORD),
        ("InputParameters", wintypes.DWORD),
        ("OutputParameters", wintypes.DWORD),
        ("InstructionCount", wintypes.DWORD),
        ("TempRegisterCount", wintypes.DWORD),
        ("TempArrayCount", wintypes.DWORD),
        ("DefCount", wintypes.DWORD),
        ("DclCount", wintypes.DWORD),
        ("TextureNormalInstructions", wintypes.DWORD),
        ("TextureLoadInstructions", wintypes.DWORD),
        ("TextureCompInstructions", wintypes.DWORD),
        ("TextureBiasInstructions", wintypes.DWORD),
        ("TextureGradientInstructions", wintypes.DWORD),
        ("FloatInstructionCount", wintypes.DWORD),
        ("IntInstructionCount", wintypes.DWORD),
        ("UintInstructionCount", wintypes.DWORD),
        ("StaticFlowControlCount", wintypes.DWORD),
        ("DynamicFlowControlCount", wintypes.DWORD),
        ("MacroInstructionCount", wintypes.DWORD),
        ("ArrayInstructionCount", wintypes.DWORD),
        ("CutInstructionCount", wintypes.DWORD),
        ("EmitInstructionCount", wintypes.DWORD),
        ("GSOutputTopology", ctypes.c_int),
        ("GSMaxOutputVertexCount", wintypes.DWORD),
        ("InputPrimitive", ctypes.c_int),
        ("PatchConstantParameters", wintypes.DWORD),
        ("cGSInstanceCount", wintypes.DWORD),
        ("cControlPoints", wintypes.DWORD),
        ("HSOutputPrimitive", ctypes.c_int),
        ("HSPartitioning", ctypes.c_int),
        ("TessellatorDomain", ctypes.c_int),
        ("cBarrierInstructions", wintypes.DWORD),
        ("cInterlockedInstructions", wintypes.DWORD),
        ("cTextureStoreInstructions", wintypes.DWORD),
    ]
#[repr(C)]
pub struct D3D11_SHADER_DESC {
    pub Version: u32,
    pub Creator: *mut core::ffi::c_void,
    pub Flags: u32,
    pub ConstantBuffers: u32,
    pub BoundResources: u32,
    pub InputParameters: u32,
    pub OutputParameters: u32,
    pub InstructionCount: u32,
    pub TempRegisterCount: u32,
    pub TempArrayCount: u32,
    pub DefCount: u32,
    pub DclCount: u32,
    pub TextureNormalInstructions: u32,
    pub TextureLoadInstructions: u32,
    pub TextureCompInstructions: u32,
    pub TextureBiasInstructions: u32,
    pub TextureGradientInstructions: u32,
    pub FloatInstructionCount: u32,
    pub IntInstructionCount: u32,
    pub UintInstructionCount: u32,
    pub StaticFlowControlCount: u32,
    pub DynamicFlowControlCount: u32,
    pub MacroInstructionCount: u32,
    pub ArrayInstructionCount: u32,
    pub CutInstructionCount: u32,
    pub EmitInstructionCount: u32,
    pub GSOutputTopology: i32,
    pub GSMaxOutputVertexCount: u32,
    pub InputPrimitive: i32,
    pub PatchConstantParameters: u32,
    pub cGSInstanceCount: u32,
    pub cControlPoints: u32,
    pub HSOutputPrimitive: i32,
    pub HSPartitioning: i32,
    pub TessellatorDomain: i32,
    pub cBarrierInstructions: u32,
    pub cInterlockedInstructions: u32,
    pub cTextureStoreInstructions: u32,
}
import "golang.org/x/sys/windows"

type D3D11_SHADER_DESC struct {
	Version uint32
	Creator uintptr
	Flags uint32
	ConstantBuffers uint32
	BoundResources uint32
	InputParameters uint32
	OutputParameters uint32
	InstructionCount uint32
	TempRegisterCount uint32
	TempArrayCount uint32
	DefCount uint32
	DclCount uint32
	TextureNormalInstructions uint32
	TextureLoadInstructions uint32
	TextureCompInstructions uint32
	TextureBiasInstructions uint32
	TextureGradientInstructions uint32
	FloatInstructionCount uint32
	IntInstructionCount uint32
	UintInstructionCount uint32
	StaticFlowControlCount uint32
	DynamicFlowControlCount uint32
	MacroInstructionCount uint32
	ArrayInstructionCount uint32
	CutInstructionCount uint32
	EmitInstructionCount uint32
	GSOutputTopology int32
	GSMaxOutputVertexCount uint32
	InputPrimitive int32
	PatchConstantParameters uint32
	cGSInstanceCount uint32
	cControlPoints uint32
	HSOutputPrimitive int32
	HSPartitioning int32
	TessellatorDomain int32
	cBarrierInstructions uint32
	cInterlockedInstructions uint32
	cTextureStoreInstructions uint32
}
type
  D3D11_SHADER_DESC = record
    Version: DWORD;
    Creator: Pointer;
    Flags: DWORD;
    ConstantBuffers: DWORD;
    BoundResources: DWORD;
    InputParameters: DWORD;
    OutputParameters: DWORD;
    InstructionCount: DWORD;
    TempRegisterCount: DWORD;
    TempArrayCount: DWORD;
    DefCount: DWORD;
    DclCount: DWORD;
    TextureNormalInstructions: DWORD;
    TextureLoadInstructions: DWORD;
    TextureCompInstructions: DWORD;
    TextureBiasInstructions: DWORD;
    TextureGradientInstructions: DWORD;
    FloatInstructionCount: DWORD;
    IntInstructionCount: DWORD;
    UintInstructionCount: DWORD;
    StaticFlowControlCount: DWORD;
    DynamicFlowControlCount: DWORD;
    MacroInstructionCount: DWORD;
    ArrayInstructionCount: DWORD;
    CutInstructionCount: DWORD;
    EmitInstructionCount: DWORD;
    GSOutputTopology: Integer;
    GSMaxOutputVertexCount: DWORD;
    InputPrimitive: Integer;
    PatchConstantParameters: DWORD;
    cGSInstanceCount: DWORD;
    cControlPoints: DWORD;
    HSOutputPrimitive: Integer;
    HSPartitioning: Integer;
    TessellatorDomain: Integer;
    cBarrierInstructions: DWORD;
    cInterlockedInstructions: DWORD;
    cTextureStoreInstructions: DWORD;
  end;
const D3D11_SHADER_DESC = extern struct {
    Version: u32,
    Creator: ?*anyopaque,
    Flags: u32,
    ConstantBuffers: u32,
    BoundResources: u32,
    InputParameters: u32,
    OutputParameters: u32,
    InstructionCount: u32,
    TempRegisterCount: u32,
    TempArrayCount: u32,
    DefCount: u32,
    DclCount: u32,
    TextureNormalInstructions: u32,
    TextureLoadInstructions: u32,
    TextureCompInstructions: u32,
    TextureBiasInstructions: u32,
    TextureGradientInstructions: u32,
    FloatInstructionCount: u32,
    IntInstructionCount: u32,
    UintInstructionCount: u32,
    StaticFlowControlCount: u32,
    DynamicFlowControlCount: u32,
    MacroInstructionCount: u32,
    ArrayInstructionCount: u32,
    CutInstructionCount: u32,
    EmitInstructionCount: u32,
    GSOutputTopology: i32,
    GSMaxOutputVertexCount: u32,
    InputPrimitive: i32,
    PatchConstantParameters: u32,
    cGSInstanceCount: u32,
    cControlPoints: u32,
    HSOutputPrimitive: i32,
    HSPartitioning: i32,
    TessellatorDomain: i32,
    cBarrierInstructions: u32,
    cInterlockedInstructions: u32,
    cTextureStoreInstructions: u32,
};
type
  D3D11_SHADER_DESC {.bycopy.} = object
    Version: uint32
    Creator: pointer
    Flags: uint32
    ConstantBuffers: uint32
    BoundResources: uint32
    InputParameters: uint32
    OutputParameters: uint32
    InstructionCount: uint32
    TempRegisterCount: uint32
    TempArrayCount: uint32
    DefCount: uint32
    DclCount: uint32
    TextureNormalInstructions: uint32
    TextureLoadInstructions: uint32
    TextureCompInstructions: uint32
    TextureBiasInstructions: uint32
    TextureGradientInstructions: uint32
    FloatInstructionCount: uint32
    IntInstructionCount: uint32
    UintInstructionCount: uint32
    StaticFlowControlCount: uint32
    DynamicFlowControlCount: uint32
    MacroInstructionCount: uint32
    ArrayInstructionCount: uint32
    CutInstructionCount: uint32
    EmitInstructionCount: uint32
    GSOutputTopology: int32
    GSMaxOutputVertexCount: uint32
    InputPrimitive: int32
    PatchConstantParameters: uint32
    cGSInstanceCount: uint32
    cControlPoints: uint32
    HSOutputPrimitive: int32
    HSPartitioning: int32
    TessellatorDomain: int32
    cBarrierInstructions: uint32
    cInterlockedInstructions: uint32
    cTextureStoreInstructions: uint32
struct D3D11_SHADER_DESC
{
    uint Version;
    void* Creator;
    uint Flags;
    uint ConstantBuffers;
    uint BoundResources;
    uint InputParameters;
    uint OutputParameters;
    uint InstructionCount;
    uint TempRegisterCount;
    uint TempArrayCount;
    uint DefCount;
    uint DclCount;
    uint TextureNormalInstructions;
    uint TextureLoadInstructions;
    uint TextureCompInstructions;
    uint TextureBiasInstructions;
    uint TextureGradientInstructions;
    uint FloatInstructionCount;
    uint IntInstructionCount;
    uint UintInstructionCount;
    uint StaticFlowControlCount;
    uint DynamicFlowControlCount;
    uint MacroInstructionCount;
    uint ArrayInstructionCount;
    uint CutInstructionCount;
    uint EmitInstructionCount;
    int GSOutputTopology;
    uint GSMaxOutputVertexCount;
    int InputPrimitive;
    uint PatchConstantParameters;
    uint cGSInstanceCount;
    uint cControlPoints;
    int HSOutputPrimitive;
    int HSPartitioning;
    int TessellatorDomain;
    uint cBarrierInstructions;
    uint cInterlockedInstructions;
    uint cTextureStoreInstructions;
}

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)
; D3D11_SHADER_DESC サイズ: 152 バイト(x86)
dim st, 38    ; 4byte整数×38(構造体サイズ 152 / 4 切り上げ)
; Version : DWORD (+0, 4byte)  st.0 = 値  /  値 = st.0   (lpoke/lpeek も可)
; Creator : LPSTR (+4, 4byte)  st.1 = 値  /  値 = st.1   (lpoke/lpeek も可)
; Flags : DWORD (+8, 4byte)  st.2 = 値  /  値 = st.2   (lpoke/lpeek も可)
; ConstantBuffers : DWORD (+12, 4byte)  st.3 = 値  /  値 = st.3   (lpoke/lpeek も可)
; BoundResources : DWORD (+16, 4byte)  st.4 = 値  /  値 = st.4   (lpoke/lpeek も可)
; InputParameters : DWORD (+20, 4byte)  st.5 = 値  /  値 = st.5   (lpoke/lpeek も可)
; OutputParameters : DWORD (+24, 4byte)  st.6 = 値  /  値 = st.6   (lpoke/lpeek も可)
; InstructionCount : DWORD (+28, 4byte)  st.7 = 値  /  値 = st.7   (lpoke/lpeek も可)
; TempRegisterCount : DWORD (+32, 4byte)  st.8 = 値  /  値 = st.8   (lpoke/lpeek も可)
; TempArrayCount : DWORD (+36, 4byte)  st.9 = 値  /  値 = st.9   (lpoke/lpeek も可)
; DefCount : DWORD (+40, 4byte)  st.10 = 値  /  値 = st.10   (lpoke/lpeek も可)
; DclCount : DWORD (+44, 4byte)  st.11 = 値  /  値 = st.11   (lpoke/lpeek も可)
; TextureNormalInstructions : DWORD (+48, 4byte)  st.12 = 値  /  値 = st.12   (lpoke/lpeek も可)
; TextureLoadInstructions : DWORD (+52, 4byte)  st.13 = 値  /  値 = st.13   (lpoke/lpeek も可)
; TextureCompInstructions : DWORD (+56, 4byte)  st.14 = 値  /  値 = st.14   (lpoke/lpeek も可)
; TextureBiasInstructions : DWORD (+60, 4byte)  st.15 = 値  /  値 = st.15   (lpoke/lpeek も可)
; TextureGradientInstructions : DWORD (+64, 4byte)  st.16 = 値  /  値 = st.16   (lpoke/lpeek も可)
; FloatInstructionCount : DWORD (+68, 4byte)  st.17 = 値  /  値 = st.17   (lpoke/lpeek も可)
; IntInstructionCount : DWORD (+72, 4byte)  st.18 = 値  /  値 = st.18   (lpoke/lpeek も可)
; UintInstructionCount : DWORD (+76, 4byte)  st.19 = 値  /  値 = st.19   (lpoke/lpeek も可)
; StaticFlowControlCount : DWORD (+80, 4byte)  st.20 = 値  /  値 = st.20   (lpoke/lpeek も可)
; DynamicFlowControlCount : DWORD (+84, 4byte)  st.21 = 値  /  値 = st.21   (lpoke/lpeek も可)
; MacroInstructionCount : DWORD (+88, 4byte)  st.22 = 値  /  値 = st.22   (lpoke/lpeek も可)
; ArrayInstructionCount : DWORD (+92, 4byte)  st.23 = 値  /  値 = st.23   (lpoke/lpeek も可)
; CutInstructionCount : DWORD (+96, 4byte)  st.24 = 値  /  値 = st.24   (lpoke/lpeek も可)
; EmitInstructionCount : DWORD (+100, 4byte)  st.25 = 値  /  値 = st.25   (lpoke/lpeek も可)
; GSOutputTopology : D3D_PRIMITIVE_TOPOLOGY (+104, 4byte)  st.26 = 値  /  値 = st.26   (lpoke/lpeek も可)
; GSMaxOutputVertexCount : DWORD (+108, 4byte)  st.27 = 値  /  値 = st.27   (lpoke/lpeek も可)
; InputPrimitive : D3D_PRIMITIVE (+112, 4byte)  st.28 = 値  /  値 = st.28   (lpoke/lpeek も可)
; PatchConstantParameters : DWORD (+116, 4byte)  st.29 = 値  /  値 = st.29   (lpoke/lpeek も可)
; cGSInstanceCount : DWORD (+120, 4byte)  st.30 = 値  /  値 = st.30   (lpoke/lpeek も可)
; cControlPoints : DWORD (+124, 4byte)  st.31 = 値  /  値 = st.31   (lpoke/lpeek も可)
; HSOutputPrimitive : D3D_TESSELLATOR_OUTPUT_PRIMITIVE (+128, 4byte)  st.32 = 値  /  値 = st.32   (lpoke/lpeek も可)
; HSPartitioning : D3D_TESSELLATOR_PARTITIONING (+132, 4byte)  st.33 = 値  /  値 = st.33   (lpoke/lpeek も可)
; TessellatorDomain : D3D_TESSELLATOR_DOMAIN (+136, 4byte)  st.34 = 値  /  値 = st.34   (lpoke/lpeek も可)
; cBarrierInstructions : DWORD (+140, 4byte)  st.35 = 値  /  値 = st.35   (lpoke/lpeek も可)
; cInterlockedInstructions : DWORD (+144, 4byte)  st.36 = 値  /  値 = st.36   (lpoke/lpeek も可)
; cTextureStoreInstructions : DWORD (+148, 4byte)  st.37 = 値  /  値 = st.37   (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)
; D3D11_SHADER_DESC サイズ: 160 バイト(x64)
dim st, 40    ; 4byte整数×40(構造体サイズ 160 / 4 切り上げ)
; Version : DWORD (+0, 4byte)  st.0 = 値  /  値 = st.0   (lpoke/lpeek も可)
; Creator : LPSTR (+8, 8byte)  qpoke st,8,値 / qpeek(st,8)  ※IronHSPのみ。3.7/3.8は lpoke st,8,下位 : lpoke st,12,上位
; Flags : DWORD (+16, 4byte)  st.4 = 値  /  値 = st.4   (lpoke/lpeek も可)
; ConstantBuffers : DWORD (+20, 4byte)  st.5 = 値  /  値 = st.5   (lpoke/lpeek も可)
; BoundResources : DWORD (+24, 4byte)  st.6 = 値  /  値 = st.6   (lpoke/lpeek も可)
; InputParameters : DWORD (+28, 4byte)  st.7 = 値  /  値 = st.7   (lpoke/lpeek も可)
; OutputParameters : DWORD (+32, 4byte)  st.8 = 値  /  値 = st.8   (lpoke/lpeek も可)
; InstructionCount : DWORD (+36, 4byte)  st.9 = 値  /  値 = st.9   (lpoke/lpeek も可)
; TempRegisterCount : DWORD (+40, 4byte)  st.10 = 値  /  値 = st.10   (lpoke/lpeek も可)
; TempArrayCount : DWORD (+44, 4byte)  st.11 = 値  /  値 = st.11   (lpoke/lpeek も可)
; DefCount : DWORD (+48, 4byte)  st.12 = 値  /  値 = st.12   (lpoke/lpeek も可)
; DclCount : DWORD (+52, 4byte)  st.13 = 値  /  値 = st.13   (lpoke/lpeek も可)
; TextureNormalInstructions : DWORD (+56, 4byte)  st.14 = 値  /  値 = st.14   (lpoke/lpeek も可)
; TextureLoadInstructions : DWORD (+60, 4byte)  st.15 = 値  /  値 = st.15   (lpoke/lpeek も可)
; TextureCompInstructions : DWORD (+64, 4byte)  st.16 = 値  /  値 = st.16   (lpoke/lpeek も可)
; TextureBiasInstructions : DWORD (+68, 4byte)  st.17 = 値  /  値 = st.17   (lpoke/lpeek も可)
; TextureGradientInstructions : DWORD (+72, 4byte)  st.18 = 値  /  値 = st.18   (lpoke/lpeek も可)
; FloatInstructionCount : DWORD (+76, 4byte)  st.19 = 値  /  値 = st.19   (lpoke/lpeek も可)
; IntInstructionCount : DWORD (+80, 4byte)  st.20 = 値  /  値 = st.20   (lpoke/lpeek も可)
; UintInstructionCount : DWORD (+84, 4byte)  st.21 = 値  /  値 = st.21   (lpoke/lpeek も可)
; StaticFlowControlCount : DWORD (+88, 4byte)  st.22 = 値  /  値 = st.22   (lpoke/lpeek も可)
; DynamicFlowControlCount : DWORD (+92, 4byte)  st.23 = 値  /  値 = st.23   (lpoke/lpeek も可)
; MacroInstructionCount : DWORD (+96, 4byte)  st.24 = 値  /  値 = st.24   (lpoke/lpeek も可)
; ArrayInstructionCount : DWORD (+100, 4byte)  st.25 = 値  /  値 = st.25   (lpoke/lpeek も可)
; CutInstructionCount : DWORD (+104, 4byte)  st.26 = 値  /  値 = st.26   (lpoke/lpeek も可)
; EmitInstructionCount : DWORD (+108, 4byte)  st.27 = 値  /  値 = st.27   (lpoke/lpeek も可)
; GSOutputTopology : D3D_PRIMITIVE_TOPOLOGY (+112, 4byte)  st.28 = 値  /  値 = st.28   (lpoke/lpeek も可)
; GSMaxOutputVertexCount : DWORD (+116, 4byte)  st.29 = 値  /  値 = st.29   (lpoke/lpeek も可)
; InputPrimitive : D3D_PRIMITIVE (+120, 4byte)  st.30 = 値  /  値 = st.30   (lpoke/lpeek も可)
; PatchConstantParameters : DWORD (+124, 4byte)  st.31 = 値  /  値 = st.31   (lpoke/lpeek も可)
; cGSInstanceCount : DWORD (+128, 4byte)  st.32 = 値  /  値 = st.32   (lpoke/lpeek も可)
; cControlPoints : DWORD (+132, 4byte)  st.33 = 値  /  値 = st.33   (lpoke/lpeek も可)
; HSOutputPrimitive : D3D_TESSELLATOR_OUTPUT_PRIMITIVE (+136, 4byte)  st.34 = 値  /  値 = st.34   (lpoke/lpeek も可)
; HSPartitioning : D3D_TESSELLATOR_PARTITIONING (+140, 4byte)  st.35 = 値  /  値 = st.35   (lpoke/lpeek も可)
; TessellatorDomain : D3D_TESSELLATOR_DOMAIN (+144, 4byte)  st.36 = 値  /  値 = st.36   (lpoke/lpeek も可)
; cBarrierInstructions : DWORD (+148, 4byte)  st.37 = 値  /  値 = st.37   (lpoke/lpeek も可)
; cInterlockedInstructions : DWORD (+152, 4byte)  st.38 = 値  /  値 = st.38   (lpoke/lpeek も可)
; cTextureStoreInstructions : DWORD (+156, 4byte)  st.39 = 値  /  値 = st.39   (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。
#defstruct global D3D11_SHADER_DESC
    #field int Version
    #field intptr Creator
    #field int Flags
    #field int ConstantBuffers
    #field int BoundResources
    #field int InputParameters
    #field int OutputParameters
    #field int InstructionCount
    #field int TempRegisterCount
    #field int TempArrayCount
    #field int DefCount
    #field int DclCount
    #field int TextureNormalInstructions
    #field int TextureLoadInstructions
    #field int TextureCompInstructions
    #field int TextureBiasInstructions
    #field int TextureGradientInstructions
    #field int FloatInstructionCount
    #field int IntInstructionCount
    #field int UintInstructionCount
    #field int StaticFlowControlCount
    #field int DynamicFlowControlCount
    #field int MacroInstructionCount
    #field int ArrayInstructionCount
    #field int CutInstructionCount
    #field int EmitInstructionCount
    #field int GSOutputTopology
    #field int GSMaxOutputVertexCount
    #field int InputPrimitive
    #field int PatchConstantParameters
    #field int cGSInstanceCount
    #field int cControlPoints
    #field int HSOutputPrimitive
    #field int HSPartitioning
    #field int TessellatorDomain
    #field int cBarrierInstructions
    #field int cInterlockedInstructions
    #field int cTextureStoreInstructions
#endstruct

stdim st, D3D11_SHADER_DESC        ; NSTRUCT 変数を確保
st->Version = 100
mes "Version=" + st->Version