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D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC

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
DestAccelerationStructureDataULONGLONG8+0+0構築先加速構造のGPU仮想アドレス。
InputsD3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS24+8+8加速構造構築の入力記述。
SourceAccelerationStructureDataULONGLONG8+32+32更新元加速構造のGPU仮想アドレス。新規構築時は0。
ScratchAccelerationStructureDataULONGLONG8+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 Structure
import 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: uint64
struct 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