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D3D11_TEXTURE2D_DESC1

構造体
サイズx64: 48 バイト / x86: 48 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
WidthDWORD4+0+0テクスチャの幅(テクセル)。
HeightDWORD4+4+4テクスチャの高さ(テクセル)。
MipLevelsDWORD4+8+8ミップマップのレベル数。0で全レベルを生成する。
ArraySizeDWORD4+12+12テクスチャ配列の要素数。1以上。
FormatDXGI_FORMAT4+16+16テクスチャのDXGIフォーマット。
SampleDescDXGI_SAMPLE_DESC8+20+20マルチサンプリングのサンプル数と品質を示すDXGI_SAMPLE_DESC。
UsageD3D11_USAGE4+28+28リソースの使用法(GPU/CPUアクセス方式)を示すD3D11_USAGE列挙値。
BindFlagsDWORD4+32+32パイプラインへのバインド方法を示すD3D11_BIND_FLAGビットフラグ。
CPUAccessFlagsDWORD4+36+36CPUからのアクセス種別を示すD3D11_CPU_ACCESS_FLAGビットフラグ。不要なら0。
MiscFlagsDWORD4+40+40その他のオプションを示すD3D11_RESOURCE_MISC_FLAGビットフラグ。不要なら0。
TextureLayoutD3D11_TEXTURE_LAYOUT4+44+44テクスチャのメモリレイアウトを示すD3D11_TEXTURE_LAYOUT列挙値。

各言語での定義

#include <windows.h>

// DXGI_SAMPLE_DESC  (x64 8 / x86 8 バイト)
typedef struct DXGI_SAMPLE_DESC {
    DWORD Count;
    DWORD Quality;
} DXGI_SAMPLE_DESC;

// D3D11_TEXTURE2D_DESC1  (x64 48 / x86 48 バイト)
typedef struct D3D11_TEXTURE2D_DESC1 {
    DWORD Width;
    DWORD Height;
    DWORD MipLevels;
    DWORD ArraySize;
    DXGI_FORMAT Format;
    DXGI_SAMPLE_DESC SampleDesc;
    D3D11_USAGE Usage;
    DWORD BindFlags;
    DWORD CPUAccessFlags;
    DWORD MiscFlags;
    D3D11_TEXTURE_LAYOUT TextureLayout;
} D3D11_TEXTURE2D_DESC1;
using System;
using System.Runtime.InteropServices;

[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct DXGI_SAMPLE_DESC
{
    public uint Count;
    public uint Quality;
}

[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D11_TEXTURE2D_DESC1
{
    public uint Width;
    public uint Height;
    public uint MipLevels;
    public uint ArraySize;
    public int Format;
    public DXGI_SAMPLE_DESC SampleDesc;
    public int Usage;
    public uint BindFlags;
    public uint CPUAccessFlags;
    public uint MiscFlags;
    public int TextureLayout;
}
Imports System.Runtime.InteropServices

<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure DXGI_SAMPLE_DESC
    Public Count As UInteger
    Public Quality As UInteger
End Structure

<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D11_TEXTURE2D_DESC1
    Public Width As UInteger
    Public Height As UInteger
    Public MipLevels As UInteger
    Public ArraySize As UInteger
    Public Format As Integer
    Public SampleDesc As DXGI_SAMPLE_DESC
    Public Usage As Integer
    Public BindFlags As UInteger
    Public CPUAccessFlags As UInteger
    Public MiscFlags As UInteger
    Public TextureLayout As Integer
End Structure
import ctypes
from ctypes import wintypes

class DXGI_SAMPLE_DESC(ctypes.Structure):
    _fields_ = [
        ("Count", wintypes.DWORD),
        ("Quality", wintypes.DWORD),
    ]

class D3D11_TEXTURE2D_DESC1(ctypes.Structure):
    _fields_ = [
        ("Width", wintypes.DWORD),
        ("Height", wintypes.DWORD),
        ("MipLevels", wintypes.DWORD),
        ("ArraySize", wintypes.DWORD),
        ("Format", ctypes.c_int),
        ("SampleDesc", DXGI_SAMPLE_DESC),
        ("Usage", ctypes.c_int),
        ("BindFlags", wintypes.DWORD),
        ("CPUAccessFlags", wintypes.DWORD),
        ("MiscFlags", wintypes.DWORD),
        ("TextureLayout", ctypes.c_int),
    ]
#[repr(C)]
pub struct DXGI_SAMPLE_DESC {
    pub Count: u32,
    pub Quality: u32,
}

#[repr(C)]
pub struct D3D11_TEXTURE2D_DESC1 {
    pub Width: u32,
    pub Height: u32,
    pub MipLevels: u32,
    pub ArraySize: u32,
    pub Format: i32,
    pub SampleDesc: DXGI_SAMPLE_DESC,
    pub Usage: i32,
    pub BindFlags: u32,
    pub CPUAccessFlags: u32,
    pub MiscFlags: u32,
    pub TextureLayout: i32,
}
import "golang.org/x/sys/windows"

type DXGI_SAMPLE_DESC struct {
	Count uint32
	Quality uint32
}

type D3D11_TEXTURE2D_DESC1 struct {
	Width uint32
	Height uint32
	MipLevels uint32
	ArraySize uint32
	Format int32
	SampleDesc DXGI_SAMPLE_DESC
	Usage int32
	BindFlags uint32
	CPUAccessFlags uint32
	MiscFlags uint32
	TextureLayout int32
}
type
  DXGI_SAMPLE_DESC = record
    Count: DWORD;
    Quality: DWORD;
  end;

  D3D11_TEXTURE2D_DESC1 = record
    Width: DWORD;
    Height: DWORD;
    MipLevels: DWORD;
    ArraySize: DWORD;
    Format: Integer;
    SampleDesc: DXGI_SAMPLE_DESC;
    Usage: Integer;
    BindFlags: DWORD;
    CPUAccessFlags: DWORD;
    MiscFlags: DWORD;
    TextureLayout: Integer;
  end;
const DXGI_SAMPLE_DESC = extern struct {
    Count: u32,
    Quality: u32,
};

const D3D11_TEXTURE2D_DESC1 = extern struct {
    Width: u32,
    Height: u32,
    MipLevels: u32,
    ArraySize: u32,
    Format: i32,
    SampleDesc: DXGI_SAMPLE_DESC,
    Usage: i32,
    BindFlags: u32,
    CPUAccessFlags: u32,
    MiscFlags: u32,
    TextureLayout: i32,
};
type
  DXGI_SAMPLE_DESC {.bycopy.} = object
    Count: uint32
    Quality: uint32

  D3D11_TEXTURE2D_DESC1 {.bycopy.} = object
    Width: uint32
    Height: uint32
    MipLevels: uint32
    ArraySize: uint32
    Format: int32
    SampleDesc: DXGI_SAMPLE_DESC
    Usage: int32
    BindFlags: uint32
    CPUAccessFlags: uint32
    MiscFlags: uint32
    TextureLayout: int32
struct DXGI_SAMPLE_DESC
{
    uint Count;
    uint Quality;
}

struct D3D11_TEXTURE2D_DESC1
{
    uint Width;
    uint Height;
    uint MipLevels;
    uint ArraySize;
    int Format;
    DXGI_SAMPLE_DESC SampleDesc;
    int Usage;
    uint BindFlags;
    uint CPUAccessFlags;
    uint MiscFlags;
    int TextureLayout;
}

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)
; D3D11_TEXTURE2D_DESC1 サイズ: 48 バイト(x64)
dim st, 12    ; 4byte整数×12(構造体サイズ 48 / 4 切り上げ)
; Width : DWORD (+0, 4byte)  st.0 = 値  /  値 = st.0   (lpoke/lpeek も可)
; Height : DWORD (+4, 4byte)  st.1 = 値  /  値 = st.1   (lpoke/lpeek も可)
; MipLevels : DWORD (+8, 4byte)  st.2 = 値  /  値 = st.2   (lpoke/lpeek も可)
; ArraySize : DWORD (+12, 4byte)  st.3 = 値  /  値 = st.3   (lpoke/lpeek も可)
; Format : DXGI_FORMAT (+16, 4byte)  st.4 = 値  /  値 = st.4   (lpoke/lpeek も可)
; SampleDesc : DXGI_SAMPLE_DESC (+20, 8byte)  varptr(st)+20 を基点に操作(8byte:入れ子/配列)
; Usage : D3D11_USAGE (+28, 4byte)  st.7 = 値  /  値 = st.7   (lpoke/lpeek も可)
; BindFlags : DWORD (+32, 4byte)  st.8 = 値  /  値 = st.8   (lpoke/lpeek も可)
; CPUAccessFlags : DWORD (+36, 4byte)  st.9 = 値  /  値 = st.9   (lpoke/lpeek も可)
; MiscFlags : DWORD (+40, 4byte)  st.10 = 値  /  値 = st.10   (lpoke/lpeek も可)
; TextureLayout : D3D11_TEXTURE_LAYOUT (+44, 4byte)  st.11 = 値  /  値 = st.11   (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 DXGI_SAMPLE_DESC
    #field int Count
    #field int Quality
#endstruct

#defstruct global D3D11_TEXTURE2D_DESC1
    #field int Width
    #field int Height
    #field int MipLevels
    #field int ArraySize
    #field int Format
    #field DXGI_SAMPLE_DESC SampleDesc
    #field int Usage
    #field int BindFlags
    #field int CPUAccessFlags
    #field int MiscFlags
    #field int TextureLayout
#endstruct

stdim st, D3D11_TEXTURE2D_DESC1        ; NSTRUCT 変数を確保
st->Width = 100
mes "Width=" + st->Width