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D3D12_DEPTH_STENCILOP_DESC1
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 |
|---|---|---|---|---|---|
| StencilFailOp | D3D12_STENCIL_OP | 4 | +0 | +0 | ステンシルテスト失敗時の処理を示すD3D12_STENCIL_OP列挙値。 |
| StencilDepthFailOp | D3D12_STENCIL_OP | 4 | +4 | +4 | ステンシル合格かつ深度テスト失敗時の処理を示すD3D12_STENCIL_OP列挙値。 |
| StencilPassOp | D3D12_STENCIL_OP | 4 | +8 | +8 | ステンシルおよび深度テスト合格時の処理を示すD3D12_STENCIL_OP列挙値。 |
| StencilFunc | D3D12_COMPARISON_FUNC | 4 | +12 | +12 | ステンシルテストの比較関数を示すD3D12_COMPARISON_FUNC列挙値。 |
| StencilReadMask | BYTE | 1 | +16 | +16 | ステンシル読み取り時に適用するビットマスク。 |
| StencilWriteMask | BYTE | 1 | +17 | +17 | ステンシル書き込み時に適用するビットマスク。 |
各言語での定義
#include <windows.h>
// D3D12_DEPTH_STENCILOP_DESC1 (x64 20 / x86 20 バイト)
typedef struct D3D12_DEPTH_STENCILOP_DESC1 {
D3D12_STENCIL_OP StencilFailOp;
D3D12_STENCIL_OP StencilDepthFailOp;
D3D12_STENCIL_OP StencilPassOp;
D3D12_COMPARISON_FUNC StencilFunc;
BYTE StencilReadMask;
BYTE StencilWriteMask;
} D3D12_DEPTH_STENCILOP_DESC1;using System;
using System.Runtime.InteropServices;
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D12_DEPTH_STENCILOP_DESC1
{
public int StencilFailOp;
public int StencilDepthFailOp;
public int StencilPassOp;
public int StencilFunc;
public byte StencilReadMask;
public byte StencilWriteMask;
}Imports System.Runtime.InteropServices
<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D12_DEPTH_STENCILOP_DESC1
Public StencilFailOp As Integer
Public StencilDepthFailOp As Integer
Public StencilPassOp As Integer
Public StencilFunc As Integer
Public StencilReadMask As Byte
Public StencilWriteMask As Byte
End Structureimport ctypes
from ctypes import wintypes
class D3D12_DEPTH_STENCILOP_DESC1(ctypes.Structure):
_fields_ = [
("StencilFailOp", ctypes.c_int),
("StencilDepthFailOp", ctypes.c_int),
("StencilPassOp", ctypes.c_int),
("StencilFunc", ctypes.c_int),
("StencilReadMask", ctypes.c_ubyte),
("StencilWriteMask", ctypes.c_ubyte),
]#[repr(C)]
pub struct D3D12_DEPTH_STENCILOP_DESC1 {
pub StencilFailOp: i32,
pub StencilDepthFailOp: i32,
pub StencilPassOp: i32,
pub StencilFunc: i32,
pub StencilReadMask: u8,
pub StencilWriteMask: u8,
}import "golang.org/x/sys/windows"
type D3D12_DEPTH_STENCILOP_DESC1 struct {
StencilFailOp int32
StencilDepthFailOp int32
StencilPassOp int32
StencilFunc int32
StencilReadMask byte
StencilWriteMask byte
}type
D3D12_DEPTH_STENCILOP_DESC1 = record
StencilFailOp: Integer;
StencilDepthFailOp: Integer;
StencilPassOp: Integer;
StencilFunc: Integer;
StencilReadMask: Byte;
StencilWriteMask: Byte;
end;const D3D12_DEPTH_STENCILOP_DESC1 = extern struct {
StencilFailOp: i32,
StencilDepthFailOp: i32,
StencilPassOp: i32,
StencilFunc: i32,
StencilReadMask: u8,
StencilWriteMask: u8,
};type
D3D12_DEPTH_STENCILOP_DESC1 {.bycopy.} = object
StencilFailOp: int32
StencilDepthFailOp: int32
StencilPassOp: int32
StencilFunc: int32
StencilReadMask: uint8
StencilWriteMask: uint8struct D3D12_DEPTH_STENCILOP_DESC1
{
int StencilFailOp;
int StencilDepthFailOp;
int StencilPassOp;
int StencilFunc;
ubyte StencilReadMask;
ubyte StencilWriteMask;
}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_DEPTH_STENCILOP_DESC1 サイズ: 20 バイト(x64)
dim st, 5 ; 4byte整数×5(構造体サイズ 20 / 4 切り上げ)
; StencilFailOp : D3D12_STENCIL_OP (+0, 4byte) st.0 = 値 / 値 = st.0 (lpoke/lpeek も可)
; StencilDepthFailOp : D3D12_STENCIL_OP (+4, 4byte) st.1 = 値 / 値 = st.1 (lpoke/lpeek も可)
; StencilPassOp : D3D12_STENCIL_OP (+8, 4byte) st.2 = 値 / 値 = st.2 (lpoke/lpeek も可)
; StencilFunc : D3D12_COMPARISON_FUNC (+12, 4byte) st.3 = 値 / 値 = st.3 (lpoke/lpeek も可)
; StencilReadMask : BYTE (+16, 1byte) poke st,16,値 / 値 = peek(st,16)
; StencilWriteMask : BYTE (+17, 1byte) poke st,17,値 / 値 = peek(st,17)
; ※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_DEPTH_STENCILOP_DESC1
#field int StencilFailOp
#field int StencilDepthFailOp
#field int StencilPassOp
#field int StencilFunc
#field byte StencilReadMask
#field byte StencilWriteMask
#endstruct
stdim st, D3D12_DEPTH_STENCILOP_DESC1 ; NSTRUCT 変数を確保
st->StencilFailOp = 100
mes "StencilFailOp=" + st->StencilFailOp