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D3D12_DEPTH_STENCIL_DESC

構造体
サイズx64: 52 バイト / x86: 52 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
DepthEnableBOOL4+0+0深度テストを有効にするか。TRUEで有効。
DepthWriteMaskD3D12_DEPTH_WRITE_MASK4+4+4深度書き込みの可否を示すD3D12_DEPTH_WRITE_MASK列挙値。
DepthFuncD3D12_COMPARISON_FUNC4+8+8深度テストの比較関数を示すD3D12_COMPARISON_FUNC列挙値。
StencilEnableBOOL4+12+12ステンシルテストを有効にするか。TRUEで有効。
StencilReadMaskBYTE1+16+16ステンシル読み取り時に適用するビットマスク。
StencilWriteMaskBYTE1+17+17ステンシル書き込み時に適用するビットマスク。
FrontFaceD3D12_DEPTH_STENCILOP_DESC16+20+20表向きポリゴンに適用するステンシル処理を示すD3D12_DEPTH_STENCILOP_DESC。
BackFaceD3D12_DEPTH_STENCILOP_DESC16+36+36裏向きポリゴンに適用するステンシル処理を示すD3D12_DEPTH_STENCILOP_DESC。

各言語での定義

#include <windows.h>

// D3D12_DEPTH_STENCILOP_DESC  (x64 16 / x86 16 バイト)
typedef struct D3D12_DEPTH_STENCILOP_DESC {
    D3D12_STENCIL_OP StencilFailOp;
    D3D12_STENCIL_OP StencilDepthFailOp;
    D3D12_STENCIL_OP StencilPassOp;
    D3D12_COMPARISON_FUNC StencilFunc;
} D3D12_DEPTH_STENCILOP_DESC;

// D3D12_DEPTH_STENCIL_DESC  (x64 52 / x86 52 バイト)
typedef struct D3D12_DEPTH_STENCIL_DESC {
    BOOL DepthEnable;
    D3D12_DEPTH_WRITE_MASK DepthWriteMask;
    D3D12_COMPARISON_FUNC DepthFunc;
    BOOL StencilEnable;
    BYTE StencilReadMask;
    BYTE StencilWriteMask;
    D3D12_DEPTH_STENCILOP_DESC FrontFace;
    D3D12_DEPTH_STENCILOP_DESC BackFace;
} D3D12_DEPTH_STENCIL_DESC;
using System;
using System.Runtime.InteropServices;

[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D12_DEPTH_STENCILOP_DESC
{
    public int StencilFailOp;
    public int StencilDepthFailOp;
    public int StencilPassOp;
    public int StencilFunc;
}

[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D12_DEPTH_STENCIL_DESC
{
    [MarshalAs(UnmanagedType.Bool)] public bool DepthEnable;
    public int DepthWriteMask;
    public int DepthFunc;
    [MarshalAs(UnmanagedType.Bool)] public bool StencilEnable;
    public byte StencilReadMask;
    public byte StencilWriteMask;
    public D3D12_DEPTH_STENCILOP_DESC FrontFace;
    public D3D12_DEPTH_STENCILOP_DESC BackFace;
}
Imports System.Runtime.InteropServices

<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D12_DEPTH_STENCILOP_DESC
    Public StencilFailOp As Integer
    Public StencilDepthFailOp As Integer
    Public StencilPassOp As Integer
    Public StencilFunc As Integer
End Structure

<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D12_DEPTH_STENCIL_DESC
    <MarshalAs(UnmanagedType.Bool)> Public DepthEnable As Boolean
    Public DepthWriteMask As Integer
    Public DepthFunc As Integer
    <MarshalAs(UnmanagedType.Bool)> Public StencilEnable As Boolean
    Public StencilReadMask As Byte
    Public StencilWriteMask As Byte
    Public FrontFace As D3D12_DEPTH_STENCILOP_DESC
    Public BackFace As D3D12_DEPTH_STENCILOP_DESC
End Structure
import ctypes
from ctypes import wintypes

class D3D12_DEPTH_STENCILOP_DESC(ctypes.Structure):
    _fields_ = [
        ("StencilFailOp", ctypes.c_int),
        ("StencilDepthFailOp", ctypes.c_int),
        ("StencilPassOp", ctypes.c_int),
        ("StencilFunc", ctypes.c_int),
    ]

class D3D12_DEPTH_STENCIL_DESC(ctypes.Structure):
    _fields_ = [
        ("DepthEnable", wintypes.BOOL),
        ("DepthWriteMask", ctypes.c_int),
        ("DepthFunc", ctypes.c_int),
        ("StencilEnable", wintypes.BOOL),
        ("StencilReadMask", ctypes.c_ubyte),
        ("StencilWriteMask", ctypes.c_ubyte),
        ("FrontFace", D3D12_DEPTH_STENCILOP_DESC),
        ("BackFace", D3D12_DEPTH_STENCILOP_DESC),
    ]
#[repr(C)]
pub struct D3D12_DEPTH_STENCILOP_DESC {
    pub StencilFailOp: i32,
    pub StencilDepthFailOp: i32,
    pub StencilPassOp: i32,
    pub StencilFunc: i32,
}

#[repr(C)]
pub struct D3D12_DEPTH_STENCIL_DESC {
    pub DepthEnable: i32,
    pub DepthWriteMask: i32,
    pub DepthFunc: i32,
    pub StencilEnable: i32,
    pub StencilReadMask: u8,
    pub StencilWriteMask: u8,
    pub FrontFace: D3D12_DEPTH_STENCILOP_DESC,
    pub BackFace: D3D12_DEPTH_STENCILOP_DESC,
}
import "golang.org/x/sys/windows"

type D3D12_DEPTH_STENCILOP_DESC struct {
	StencilFailOp int32
	StencilDepthFailOp int32
	StencilPassOp int32
	StencilFunc int32
}

type D3D12_DEPTH_STENCIL_DESC struct {
	DepthEnable int32
	DepthWriteMask int32
	DepthFunc int32
	StencilEnable int32
	StencilReadMask byte
	StencilWriteMask byte
	FrontFace D3D12_DEPTH_STENCILOP_DESC
	BackFace D3D12_DEPTH_STENCILOP_DESC
}
type
  D3D12_DEPTH_STENCILOP_DESC = record
    StencilFailOp: Integer;
    StencilDepthFailOp: Integer;
    StencilPassOp: Integer;
    StencilFunc: Integer;
  end;

  D3D12_DEPTH_STENCIL_DESC = record
    DepthEnable: BOOL;
    DepthWriteMask: Integer;
    DepthFunc: Integer;
    StencilEnable: BOOL;
    StencilReadMask: Byte;
    StencilWriteMask: Byte;
    FrontFace: D3D12_DEPTH_STENCILOP_DESC;
    BackFace: D3D12_DEPTH_STENCILOP_DESC;
  end;
const D3D12_DEPTH_STENCILOP_DESC = extern struct {
    StencilFailOp: i32,
    StencilDepthFailOp: i32,
    StencilPassOp: i32,
    StencilFunc: i32,
};

const D3D12_DEPTH_STENCIL_DESC = extern struct {
    DepthEnable: i32,
    DepthWriteMask: i32,
    DepthFunc: i32,
    StencilEnable: i32,
    StencilReadMask: u8,
    StencilWriteMask: u8,
    FrontFace: D3D12_DEPTH_STENCILOP_DESC,
    BackFace: D3D12_DEPTH_STENCILOP_DESC,
};
type
  D3D12_DEPTH_STENCILOP_DESC {.bycopy.} = object
    StencilFailOp: int32
    StencilDepthFailOp: int32
    StencilPassOp: int32
    StencilFunc: int32

  D3D12_DEPTH_STENCIL_DESC {.bycopy.} = object
    DepthEnable: int32
    DepthWriteMask: int32
    DepthFunc: int32
    StencilEnable: int32
    StencilReadMask: uint8
    StencilWriteMask: uint8
    FrontFace: D3D12_DEPTH_STENCILOP_DESC
    BackFace: D3D12_DEPTH_STENCILOP_DESC
struct D3D12_DEPTH_STENCILOP_DESC
{
    int StencilFailOp;
    int StencilDepthFailOp;
    int StencilPassOp;
    int StencilFunc;
}

struct D3D12_DEPTH_STENCIL_DESC
{
    int DepthEnable;
    int DepthWriteMask;
    int DepthFunc;
    int StencilEnable;
    ubyte StencilReadMask;
    ubyte StencilWriteMask;
    D3D12_DEPTH_STENCILOP_DESC FrontFace;
    D3D12_DEPTH_STENCILOP_DESC BackFace;
}

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_STENCIL_DESC サイズ: 52 バイト(x64)
dim st, 13    ; 4byte整数×13(構造体サイズ 52 / 4 切り上げ)
; DepthEnable : BOOL (+0, 4byte)  st.0 = 値  /  値 = st.0   (lpoke/lpeek も可)
; DepthWriteMask : D3D12_DEPTH_WRITE_MASK (+4, 4byte)  st.1 = 値  /  値 = st.1   (lpoke/lpeek も可)
; DepthFunc : D3D12_COMPARISON_FUNC (+8, 4byte)  st.2 = 値  /  値 = st.2   (lpoke/lpeek も可)
; StencilEnable : BOOL (+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)
; FrontFace : D3D12_DEPTH_STENCILOP_DESC (+20, 16byte)  varptr(st)+20 を基点に操作(16byte:入れ子/配列)
; BackFace : D3D12_DEPTH_STENCILOP_DESC (+36, 16byte)  varptr(st)+36 を基点に操作(16byte:入れ子/配列)
; ※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_DEPTH_STENCILOP_DESC
    #field int StencilFailOp
    #field int StencilDepthFailOp
    #field int StencilPassOp
    #field int StencilFunc
#endstruct

#defstruct global D3D12_DEPTH_STENCIL_DESC
    #field bool DepthEnable
    #field int DepthWriteMask
    #field int DepthFunc
    #field bool StencilEnable
    #field byte StencilReadMask
    #field byte StencilWriteMask
    #field D3D12_DEPTH_STENCILOP_DESC FrontFace
    #field D3D12_DEPTH_STENCILOP_DESC BackFace
#endstruct

stdim st, D3D12_DEPTH_STENCIL_DESC        ; NSTRUCT 変数を確保
st->DepthEnable = 100
mes "DepthEnable=" + st->DepthEnable