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D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_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 |
|---|---|---|---|---|---|
| DestAccelerationStructureData | ULONGLONG | 8 | +0 | +0 | 構築先加速構造のGPU仮想アドレス。 |
| Inputs | D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS | 24 | +8 | +8 | 加速構造構築の入力記述。 |
| SourceAccelerationStructureData | ULONGLONG | 8 | +32 | +32 | 更新元加速構造のGPU仮想アドレス。新規構築時は0。 |
| ScratchAccelerationStructureData | ULONGLONG | 8 | +40 | +40 | 構築用スクラッチ領域のGPU仮想アドレス。 |
各言語での定義
#include <windows.h>
// D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS (x64 24 / x86 24 バイト)
typedef struct D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS {
D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TYPE Type;
D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS Flags;
DWORD NumDescs;
D3D12_ELEMENTS_LAYOUT DescsLayout;
_Anonymous_e__Union Anonymous;
} D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS;
// D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC (x64 48 / x86 48 バイト)
typedef struct D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC {
ULONGLONG DestAccelerationStructureData;
D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS Inputs;
ULONGLONG SourceAccelerationStructureData;
ULONGLONG ScratchAccelerationStructureData;
} D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC;using System;
using System.Runtime.InteropServices;
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS
{
public int Type;
public int Flags;
public uint NumDescs;
public int DescsLayout;
public _Anonymous_e__Union Anonymous;
}
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC
{
public ulong DestAccelerationStructureData;
public D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS Inputs;
public ulong SourceAccelerationStructureData;
public ulong ScratchAccelerationStructureData;
}Imports System.Runtime.InteropServices
<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS
Public Type As Integer
Public Flags As Integer
Public NumDescs As UInteger
Public DescsLayout As Integer
Public Anonymous As _Anonymous_e__Union
End Structure
<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC
Public DestAccelerationStructureData As ULong
Public Inputs As D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS
Public SourceAccelerationStructureData As ULong
Public ScratchAccelerationStructureData As ULong
End Structureimport ctypes
from ctypes import wintypes
class D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS(ctypes.Structure):
_fields_ = [
("Type", ctypes.c_int),
("Flags", ctypes.c_int),
("NumDescs", wintypes.DWORD),
("DescsLayout", ctypes.c_int),
("Anonymous", _Anonymous_e__Union),
]
class D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC(ctypes.Structure):
_fields_ = [
("DestAccelerationStructureData", ctypes.c_ulonglong),
("Inputs", D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS),
("SourceAccelerationStructureData", ctypes.c_ulonglong),
("ScratchAccelerationStructureData", ctypes.c_ulonglong),
]#[repr(C)]
pub struct D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS {
pub Type: i32,
pub Flags: i32,
pub NumDescs: u32,
pub DescsLayout: i32,
pub Anonymous: _Anonymous_e__Union,
}
#[repr(C)]
pub struct D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC {
pub DestAccelerationStructureData: u64,
pub Inputs: D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS,
pub SourceAccelerationStructureData: u64,
pub ScratchAccelerationStructureData: u64,
}import "golang.org/x/sys/windows"
type D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS struct {
Type int32
Flags int32
NumDescs uint32
DescsLayout int32
Anonymous _Anonymous_e__Union
}
type D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC struct {
DestAccelerationStructureData uint64
Inputs D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS
SourceAccelerationStructureData uint64
ScratchAccelerationStructureData uint64
}type
D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS = record
Type: Integer;
Flags: Integer;
NumDescs: DWORD;
DescsLayout: Integer;
Anonymous: _Anonymous_e__Union;
end;
D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC = record
DestAccelerationStructureData: UInt64;
Inputs: D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS;
SourceAccelerationStructureData: UInt64;
ScratchAccelerationStructureData: UInt64;
end;const D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS = extern struct {
Type: i32,
Flags: i32,
NumDescs: u32,
DescsLayout: i32,
Anonymous: _Anonymous_e__Union,
};
const D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC = extern struct {
DestAccelerationStructureData: u64,
Inputs: D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS,
SourceAccelerationStructureData: u64,
ScratchAccelerationStructureData: u64,
};type
D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS {.bycopy.} = object
Type: int32
Flags: int32
NumDescs: uint32
DescsLayout: int32
Anonymous: _Anonymous_e__Union
D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC {.bycopy.} = object
DestAccelerationStructureData: uint64
Inputs: D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS
SourceAccelerationStructureData: uint64
ScratchAccelerationStructureData: uint64struct D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS
{
int Type;
int Flags;
uint NumDescs;
int DescsLayout;
_Anonymous_e__Union Anonymous;
}
struct D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC
{
ulong DestAccelerationStructureData;
D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS Inputs;
ulong SourceAccelerationStructureData;
ulong ScratchAccelerationStructureData;
}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)
; D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC 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)
; DestAccelerationStructureData : ULONGLONG (+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
; Inputs : D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS (+8, 24byte) varptr(st)+8 を基点に操作(24byte:入れ子/配列)
; SourceAccelerationStructureData : ULONGLONG (+32, 8byte) qpoke st,32,値 / qpeek(st,32) ※IronHSPのみ。3.7/3.8は lpoke st,32,下位 : lpoke st,36,上位
; ScratchAccelerationStructureData : ULONGLONG (+40, 8byte) qpoke st,40,値 / qpeek(st,40) ※IronHSPのみ。3.7/3.8は lpoke st,40,下位 : lpoke st,44,上位
; ※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_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS
#field int Type
#field int Flags
#field int NumDescs
#field int DescsLayout
#field byte Anonymous 8
#endstruct
#defstruct global D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC
#field int64 DestAccelerationStructureData
#field D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS Inputs
#field int64 SourceAccelerationStructureData
#field int64 ScratchAccelerationStructureData
#endstruct
stdim st, D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC ; NSTRUCT 変数を確保
st->DestAccelerationStructureData = 100
mes "DestAccelerationStructureData=" + st->DestAccelerationStructureData