ホーム › Graphics.Direct3D12 › D3D12_DEBUG_DEVICE_GPU_BASED_VALIDATION_SETTINGS
D3D12_DEBUG_DEVICE_GPU_BASED_VALIDATION_SETTINGS
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 |
|---|---|---|---|---|---|
| MaxMessagesPerCommandList | DWORD | 4 | +0 | +0 | 1コマンドリストあたりに記録する検証メッセージの上限数。 |
| DefaultShaderPatchMode | D3D12_GPU_BASED_VALIDATION_SHADER_PATCH_MODE | 4 | +4 | +4 | 既定のシェーダーパッチモードを示す列挙値。 |
| PipelineStateCreateFlags | D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS | 4 | +8 | +8 | GPUベース検証時のパイプラインステート作成フラグ。 |
各言語での定義
#include <windows.h>
// D3D12_DEBUG_DEVICE_GPU_BASED_VALIDATION_SETTINGS (x64 12 / x86 12 バイト)
typedef struct D3D12_DEBUG_DEVICE_GPU_BASED_VALIDATION_SETTINGS {
DWORD MaxMessagesPerCommandList;
D3D12_GPU_BASED_VALIDATION_SHADER_PATCH_MODE DefaultShaderPatchMode;
D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS PipelineStateCreateFlags;
} D3D12_DEBUG_DEVICE_GPU_BASED_VALIDATION_SETTINGS;using System;
using System.Runtime.InteropServices;
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D12_DEBUG_DEVICE_GPU_BASED_VALIDATION_SETTINGS
{
public uint MaxMessagesPerCommandList;
public int DefaultShaderPatchMode;
public int PipelineStateCreateFlags;
}Imports System.Runtime.InteropServices
<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D12_DEBUG_DEVICE_GPU_BASED_VALIDATION_SETTINGS
Public MaxMessagesPerCommandList As UInteger
Public DefaultShaderPatchMode As Integer
Public PipelineStateCreateFlags As Integer
End Structureimport ctypes
from ctypes import wintypes
class D3D12_DEBUG_DEVICE_GPU_BASED_VALIDATION_SETTINGS(ctypes.Structure):
_fields_ = [
("MaxMessagesPerCommandList", wintypes.DWORD),
("DefaultShaderPatchMode", ctypes.c_int),
("PipelineStateCreateFlags", ctypes.c_int),
]#[repr(C)]
pub struct D3D12_DEBUG_DEVICE_GPU_BASED_VALIDATION_SETTINGS {
pub MaxMessagesPerCommandList: u32,
pub DefaultShaderPatchMode: i32,
pub PipelineStateCreateFlags: i32,
}import "golang.org/x/sys/windows"
type D3D12_DEBUG_DEVICE_GPU_BASED_VALIDATION_SETTINGS struct {
MaxMessagesPerCommandList uint32
DefaultShaderPatchMode int32
PipelineStateCreateFlags int32
}type
D3D12_DEBUG_DEVICE_GPU_BASED_VALIDATION_SETTINGS = record
MaxMessagesPerCommandList: DWORD;
DefaultShaderPatchMode: Integer;
PipelineStateCreateFlags: Integer;
end;const D3D12_DEBUG_DEVICE_GPU_BASED_VALIDATION_SETTINGS = extern struct {
MaxMessagesPerCommandList: u32,
DefaultShaderPatchMode: i32,
PipelineStateCreateFlags: i32,
};type
D3D12_DEBUG_DEVICE_GPU_BASED_VALIDATION_SETTINGS {.bycopy.} = object
MaxMessagesPerCommandList: uint32
DefaultShaderPatchMode: int32
PipelineStateCreateFlags: int32struct D3D12_DEBUG_DEVICE_GPU_BASED_VALIDATION_SETTINGS
{
uint MaxMessagesPerCommandList;
int DefaultShaderPatchMode;
int PipelineStateCreateFlags;
}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_DEBUG_DEVICE_GPU_BASED_VALIDATION_SETTINGS サイズ: 12 バイト(x64)
dim st, 3 ; 4byte整数×3(構造体サイズ 12 / 4 切り上げ)
; MaxMessagesPerCommandList : DWORD (+0, 4byte) st.0 = 値 / 値 = st.0 (lpoke/lpeek も可)
; DefaultShaderPatchMode : D3D12_GPU_BASED_VALIDATION_SHADER_PATCH_MODE (+4, 4byte) st.1 = 値 / 値 = st.1 (lpoke/lpeek も可)
; PipelineStateCreateFlags : D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS (+8, 4byte) st.2 = 値 / 値 = st.2 (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。
#defstruct global D3D12_DEBUG_DEVICE_GPU_BASED_VALIDATION_SETTINGS
#field int MaxMessagesPerCommandList
#field int DefaultShaderPatchMode
#field int PipelineStateCreateFlags
#endstruct
stdim st, D3D12_DEBUG_DEVICE_GPU_BASED_VALIDATION_SETTINGS ; NSTRUCT 変数を確保
st->MaxMessagesPerCommandList = 100
mes "MaxMessagesPerCommandList=" + st->MaxMessagesPerCommandList