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D3D12_COMPUTE_PIPELINE_STATE_DESC

構造体
サイズx64: 56 バイト / x86: 28 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
pRootSignatureID3D12RootSignature*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。
CSD3D12_SHADER_BYTECODE16/8+8+4コンピュートシェーダーのバイトコード。
NodeMaskDWORD4+24+12PSOを配置するGPUノードのビットマスク。単一GPUでは0。
CachedPSOD3D12_CACHED_PIPELINE_STATE16/8+32+16キャッシュ済みPSOデータ。再生成高速化に用いる。
FlagsD3D12_PIPELINE_STATE_FLAGS4+48+24PSO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 Structure
import 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: int32
struct 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