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D3D12_DEBUG_DEVICE_GPU_BASED_VALIDATION_SETTINGS

構造体
サイズx64: 12 バイト / x86: 12 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
MaxMessagesPerCommandListDWORD4+0+01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。
DefaultShaderPatchModeD3D12_GPU_BASED_VALIDATION_SHADER_PATCH_MODE4+4+4既定のシェーダーパッチモードを示す列挙値。
PipelineStateCreateFlagsD3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS4+8+8GPU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 Structure
import 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: int32
struct 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