ホーム › Graphics.Direct3D12 › D3D12_COMPUTE_PIPELINE_STATE_DESC
D3D12_COMPUTE_PIPELINE_STATE_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 |
|---|---|---|---|---|---|
| pRootSignature | ID3D12RootSignature* | 8/4 | +0 | +0 | このコンピュートPSOで使用するルートシグネチャへのポインタ。 |
| CS | D3D12_SHADER_BYTECODE | 16/8 | +8 | +4 | コンピュートシェーダーのバイトコード。 |
| NodeMask | DWORD | 4 | +24 | +12 | PSOを配置するGPUノードのビットマスク。単一GPUでは0。 |
| CachedPSO | D3D12_CACHED_PIPELINE_STATE | 16/8 | +32 | +16 | キャッシュ済みPSOデータ。再生成高速化に用いる。 |
| Flags | D3D12_PIPELINE_STATE_FLAGS | 4 | +48 | +24 | PSO生成時のフラグ。オプション動作を指定する。 |
各言語での定義
#include <windows.h>
// D3D12_SHADER_BYTECODE (x64 16 / x86 8 バイト)
typedef struct D3D12_SHADER_BYTECODE {
void* pShaderBytecode;
UINT_PTR BytecodeLength;
} D3D12_SHADER_BYTECODE;
// D3D12_CACHED_PIPELINE_STATE (x64 16 / x86 8 バイト)
typedef struct D3D12_CACHED_PIPELINE_STATE {
void* pCachedBlob;
UINT_PTR CachedBlobSizeInBytes;
} D3D12_CACHED_PIPELINE_STATE;
// D3D12_COMPUTE_PIPELINE_STATE_DESC (x64 56 / x86 28 バイト)
typedef struct D3D12_COMPUTE_PIPELINE_STATE_DESC {
ID3D12RootSignature* pRootSignature;
D3D12_SHADER_BYTECODE CS;
DWORD NodeMask;
D3D12_CACHED_PIPELINE_STATE CachedPSO;
D3D12_PIPELINE_STATE_FLAGS Flags;
} D3D12_COMPUTE_PIPELINE_STATE_DESC;using System;
using System.Runtime.InteropServices;
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D12_SHADER_BYTECODE
{
public IntPtr pShaderBytecode;
public UIntPtr BytecodeLength;
}
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D12_CACHED_PIPELINE_STATE
{
public IntPtr pCachedBlob;
public UIntPtr CachedBlobSizeInBytes;
}
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D12_COMPUTE_PIPELINE_STATE_DESC
{
public IntPtr pRootSignature;
public D3D12_SHADER_BYTECODE CS;
public uint NodeMask;
public D3D12_CACHED_PIPELINE_STATE CachedPSO;
public int Flags;
}Imports System.Runtime.InteropServices
<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D12_SHADER_BYTECODE
Public pShaderBytecode As IntPtr
Public BytecodeLength As UIntPtr
End Structure
<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D12_CACHED_PIPELINE_STATE
Public pCachedBlob As IntPtr
Public CachedBlobSizeInBytes As UIntPtr
End Structure
<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D12_COMPUTE_PIPELINE_STATE_DESC
Public pRootSignature As IntPtr
Public CS As D3D12_SHADER_BYTECODE
Public NodeMask As UInteger
Public CachedPSO As D3D12_CACHED_PIPELINE_STATE
Public Flags As Integer
End Structureimport ctypes
from ctypes import wintypes
class D3D12_SHADER_BYTECODE(ctypes.Structure):
_fields_ = [
("pShaderBytecode", ctypes.c_void_p),
("BytecodeLength", ctypes.c_size_t),
]
class D3D12_CACHED_PIPELINE_STATE(ctypes.Structure):
_fields_ = [
("pCachedBlob", ctypes.c_void_p),
("CachedBlobSizeInBytes", ctypes.c_size_t),
]
class D3D12_COMPUTE_PIPELINE_STATE_DESC(ctypes.Structure):
_fields_ = [
("pRootSignature", ctypes.c_void_p),
("CS", D3D12_SHADER_BYTECODE),
("NodeMask", wintypes.DWORD),
("CachedPSO", D3D12_CACHED_PIPELINE_STATE),
("Flags", ctypes.c_int),
]#[repr(C)]
pub struct D3D12_SHADER_BYTECODE {
pub pShaderBytecode: *mut core::ffi::c_void,
pub BytecodeLength: usize,
}
#[repr(C)]
pub struct D3D12_CACHED_PIPELINE_STATE {
pub pCachedBlob: *mut core::ffi::c_void,
pub CachedBlobSizeInBytes: usize,
}
#[repr(C)]
pub struct D3D12_COMPUTE_PIPELINE_STATE_DESC {
pub pRootSignature: *mut core::ffi::c_void,
pub CS: D3D12_SHADER_BYTECODE,
pub NodeMask: u32,
pub CachedPSO: D3D12_CACHED_PIPELINE_STATE,
pub Flags: i32,
}import "golang.org/x/sys/windows"
type D3D12_SHADER_BYTECODE struct {
pShaderBytecode uintptr
BytecodeLength uintptr
}
type D3D12_CACHED_PIPELINE_STATE struct {
pCachedBlob uintptr
CachedBlobSizeInBytes uintptr
}
type D3D12_COMPUTE_PIPELINE_STATE_DESC struct {
pRootSignature uintptr
CS D3D12_SHADER_BYTECODE
NodeMask uint32
CachedPSO D3D12_CACHED_PIPELINE_STATE
Flags int32
}type
D3D12_SHADER_BYTECODE = record
pShaderBytecode: Pointer;
BytecodeLength: NativeUInt;
end;
D3D12_CACHED_PIPELINE_STATE = record
pCachedBlob: Pointer;
CachedBlobSizeInBytes: NativeUInt;
end;
D3D12_COMPUTE_PIPELINE_STATE_DESC = record
pRootSignature: Pointer;
CS: D3D12_SHADER_BYTECODE;
NodeMask: DWORD;
CachedPSO: D3D12_CACHED_PIPELINE_STATE;
Flags: Integer;
end;const D3D12_SHADER_BYTECODE = extern struct {
pShaderBytecode: ?*anyopaque,
BytecodeLength: usize,
};
const D3D12_CACHED_PIPELINE_STATE = extern struct {
pCachedBlob: ?*anyopaque,
CachedBlobSizeInBytes: usize,
};
const D3D12_COMPUTE_PIPELINE_STATE_DESC = extern struct {
pRootSignature: ?*anyopaque,
CS: D3D12_SHADER_BYTECODE,
NodeMask: u32,
CachedPSO: D3D12_CACHED_PIPELINE_STATE,
Flags: i32,
};type
D3D12_SHADER_BYTECODE {.bycopy.} = object
pShaderBytecode: pointer
BytecodeLength: uint
D3D12_CACHED_PIPELINE_STATE {.bycopy.} = object
pCachedBlob: pointer
CachedBlobSizeInBytes: uint
D3D12_COMPUTE_PIPELINE_STATE_DESC {.bycopy.} = object
pRootSignature: pointer
CS: D3D12_SHADER_BYTECODE
NodeMask: uint32
CachedPSO: D3D12_CACHED_PIPELINE_STATE
Flags: int32struct D3D12_SHADER_BYTECODE
{
void* pShaderBytecode;
size_t BytecodeLength;
}
struct D3D12_CACHED_PIPELINE_STATE
{
void* pCachedBlob;
size_t CachedBlobSizeInBytes;
}
struct D3D12_COMPUTE_PIPELINE_STATE_DESC
{
void* pRootSignature;
D3D12_SHADER_BYTECODE CS;
uint NodeMask;
D3D12_CACHED_PIPELINE_STATE CachedPSO;
int Flags;
}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)
; D3D12_COMPUTE_PIPELINE_STATE_DESC サイズ: 28 バイト(x86)
dim st, 7 ; 4byte整数×7(構造体サイズ 28 / 4 切り上げ)
; pRootSignature : ID3D12RootSignature* (+0, 4byte) st.0 = 値 / 値 = st.0 (lpoke/lpeek も可)
; CS : D3D12_SHADER_BYTECODE (+4, 8byte) varptr(st)+4 を基点に操作(8byte:入れ子/配列)
; NodeMask : DWORD (+12, 4byte) st.3 = 値 / 値 = st.3 (lpoke/lpeek も可)
; CachedPSO : D3D12_CACHED_PIPELINE_STATE (+16, 8byte) varptr(st)+16 を基点に操作(8byte:入れ子/配列)
; Flags : D3D12_PIPELINE_STATE_FLAGS (+24, 4byte) st.6 = 値 / 値 = st.6 (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)
; D3D12_COMPUTE_PIPELINE_STATE_DESC サイズ: 56 バイト(x64)
dim st, 14 ; 4byte整数×14(構造体サイズ 56 / 4 切り上げ)
; pRootSignature : ID3D12RootSignature* (+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
; CS : D3D12_SHADER_BYTECODE (+8, 16byte) varptr(st)+8 を基点に操作(16byte:入れ子/配列)
; NodeMask : DWORD (+24, 4byte) st.6 = 値 / 値 = st.6 (lpoke/lpeek も可)
; CachedPSO : D3D12_CACHED_PIPELINE_STATE (+32, 16byte) varptr(st)+32 を基点に操作(16byte:入れ子/配列)
; Flags : D3D12_PIPELINE_STATE_FLAGS (+48, 4byte) st.12 = 値 / 値 = st.12 (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 D3D12_SHADER_BYTECODE
#field intptr pShaderBytecode
#field intptr BytecodeLength
#endstruct
#defstruct global D3D12_CACHED_PIPELINE_STATE
#field intptr pCachedBlob
#field intptr CachedBlobSizeInBytes
#endstruct
#defstruct global D3D12_COMPUTE_PIPELINE_STATE_DESC
#field intptr pRootSignature
#field D3D12_SHADER_BYTECODE CS
#field int NodeMask
#field D3D12_CACHED_PIPELINE_STATE CachedPSO
#field int Flags
#endstruct
stdim st, D3D12_COMPUTE_PIPELINE_STATE_DESC ; NSTRUCT 変数を確保
st->NodeMask = 100
mes "NodeMask=" + st->NodeMask