ホーム › Graphics.Direct3D12 › D3D12_DISPATCH_RAYS_DESC
D3D12_DISPATCH_RAYS_DESC
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 |
|---|---|---|---|---|---|
| RayGenerationShaderRecord | D3D12_GPU_VIRTUAL_ADDRESS_RANGE | 16 | +0 | +0 | レイ生成シェーダーレコードのアドレス範囲。 |
| MissShaderTable | D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE | 24 | +16 | +16 | ミスシェーダーテーブルのアドレス範囲とストライド。 |
| HitGroupTable | D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE | 24 | +40 | +40 | ヒットグループテーブルのアドレス範囲とストライド。 |
| CallableShaderTable | D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE | 24 | +64 | +64 | 呼び出し可能シェーダーテーブルのアドレス範囲とストライド。 |
| Width | DWORD | 4 | +88 | +88 | レイディスパッチのX方向の数。 |
| Height | DWORD | 4 | +92 | +92 | レイディスパッチのY方向の数。 |
| Depth | DWORD | 4 | +96 | +96 | レイディスパッチのZ方向の数。 |
各言語での定義
#include <windows.h>
// D3D12_GPU_VIRTUAL_ADDRESS_RANGE (x64 16 / x86 16 バイト)
typedef struct D3D12_GPU_VIRTUAL_ADDRESS_RANGE {
ULONGLONG StartAddress;
ULONGLONG SizeInBytes;
} D3D12_GPU_VIRTUAL_ADDRESS_RANGE;
// D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE (x64 24 / x86 24 バイト)
typedef struct D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE {
ULONGLONG StartAddress;
ULONGLONG SizeInBytes;
ULONGLONG StrideInBytes;
} D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE;
// D3D12_DISPATCH_RAYS_DESC (x64 104 / x86 104 バイト)
typedef struct D3D12_DISPATCH_RAYS_DESC {
D3D12_GPU_VIRTUAL_ADDRESS_RANGE RayGenerationShaderRecord;
D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE MissShaderTable;
D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE HitGroupTable;
D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE CallableShaderTable;
DWORD Width;
DWORD Height;
DWORD Depth;
} D3D12_DISPATCH_RAYS_DESC;using System;
using System.Runtime.InteropServices;
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D12_GPU_VIRTUAL_ADDRESS_RANGE
{
public ulong StartAddress;
public ulong SizeInBytes;
}
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE
{
public ulong StartAddress;
public ulong SizeInBytes;
public ulong StrideInBytes;
}
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D12_DISPATCH_RAYS_DESC
{
public D3D12_GPU_VIRTUAL_ADDRESS_RANGE RayGenerationShaderRecord;
public D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE MissShaderTable;
public D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE HitGroupTable;
public D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE CallableShaderTable;
public uint Width;
public uint Height;
public uint Depth;
}Imports System.Runtime.InteropServices
<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D12_GPU_VIRTUAL_ADDRESS_RANGE
Public StartAddress As ULong
Public SizeInBytes As ULong
End Structure
<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE
Public StartAddress As ULong
Public SizeInBytes As ULong
Public StrideInBytes As ULong
End Structure
<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D12_DISPATCH_RAYS_DESC
Public RayGenerationShaderRecord As D3D12_GPU_VIRTUAL_ADDRESS_RANGE
Public MissShaderTable As D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE
Public HitGroupTable As D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE
Public CallableShaderTable As D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE
Public Width As UInteger
Public Height As UInteger
Public Depth As UInteger
End Structureimport ctypes
from ctypes import wintypes
class D3D12_GPU_VIRTUAL_ADDRESS_RANGE(ctypes.Structure):
_fields_ = [
("StartAddress", ctypes.c_ulonglong),
("SizeInBytes", ctypes.c_ulonglong),
]
class D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE(ctypes.Structure):
_fields_ = [
("StartAddress", ctypes.c_ulonglong),
("SizeInBytes", ctypes.c_ulonglong),
("StrideInBytes", ctypes.c_ulonglong),
]
class D3D12_DISPATCH_RAYS_DESC(ctypes.Structure):
_fields_ = [
("RayGenerationShaderRecord", D3D12_GPU_VIRTUAL_ADDRESS_RANGE),
("MissShaderTable", D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE),
("HitGroupTable", D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE),
("CallableShaderTable", D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE),
("Width", wintypes.DWORD),
("Height", wintypes.DWORD),
("Depth", wintypes.DWORD),
]#[repr(C)]
pub struct D3D12_GPU_VIRTUAL_ADDRESS_RANGE {
pub StartAddress: u64,
pub SizeInBytes: u64,
}
#[repr(C)]
pub struct D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE {
pub StartAddress: u64,
pub SizeInBytes: u64,
pub StrideInBytes: u64,
}
#[repr(C)]
pub struct D3D12_DISPATCH_RAYS_DESC {
pub RayGenerationShaderRecord: D3D12_GPU_VIRTUAL_ADDRESS_RANGE,
pub MissShaderTable: D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE,
pub HitGroupTable: D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE,
pub CallableShaderTable: D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE,
pub Width: u32,
pub Height: u32,
pub Depth: u32,
}import "golang.org/x/sys/windows"
type D3D12_GPU_VIRTUAL_ADDRESS_RANGE struct {
StartAddress uint64
SizeInBytes uint64
}
type D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE struct {
StartAddress uint64
SizeInBytes uint64
StrideInBytes uint64
}
type D3D12_DISPATCH_RAYS_DESC struct {
RayGenerationShaderRecord D3D12_GPU_VIRTUAL_ADDRESS_RANGE
MissShaderTable D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE
HitGroupTable D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE
CallableShaderTable D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE
Width uint32
Height uint32
Depth uint32
}type
D3D12_GPU_VIRTUAL_ADDRESS_RANGE = record
StartAddress: UInt64;
SizeInBytes: UInt64;
end;
D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE = record
StartAddress: UInt64;
SizeInBytes: UInt64;
StrideInBytes: UInt64;
end;
D3D12_DISPATCH_RAYS_DESC = record
RayGenerationShaderRecord: D3D12_GPU_VIRTUAL_ADDRESS_RANGE;
MissShaderTable: D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE;
HitGroupTable: D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE;
CallableShaderTable: D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE;
Width: DWORD;
Height: DWORD;
Depth: DWORD;
end;const D3D12_GPU_VIRTUAL_ADDRESS_RANGE = extern struct {
StartAddress: u64,
SizeInBytes: u64,
};
const D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE = extern struct {
StartAddress: u64,
SizeInBytes: u64,
StrideInBytes: u64,
};
const D3D12_DISPATCH_RAYS_DESC = extern struct {
RayGenerationShaderRecord: D3D12_GPU_VIRTUAL_ADDRESS_RANGE,
MissShaderTable: D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE,
HitGroupTable: D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE,
CallableShaderTable: D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE,
Width: u32,
Height: u32,
Depth: u32,
};type
D3D12_GPU_VIRTUAL_ADDRESS_RANGE {.bycopy.} = object
StartAddress: uint64
SizeInBytes: uint64
D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE {.bycopy.} = object
StartAddress: uint64
SizeInBytes: uint64
StrideInBytes: uint64
D3D12_DISPATCH_RAYS_DESC {.bycopy.} = object
RayGenerationShaderRecord: D3D12_GPU_VIRTUAL_ADDRESS_RANGE
MissShaderTable: D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE
HitGroupTable: D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE
CallableShaderTable: D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE
Width: uint32
Height: uint32
Depth: uint32struct D3D12_GPU_VIRTUAL_ADDRESS_RANGE
{
ulong StartAddress;
ulong SizeInBytes;
}
struct D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE
{
ulong StartAddress;
ulong SizeInBytes;
ulong StrideInBytes;
}
struct D3D12_DISPATCH_RAYS_DESC
{
D3D12_GPU_VIRTUAL_ADDRESS_RANGE RayGenerationShaderRecord;
D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE MissShaderTable;
D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE HitGroupTable;
D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE CallableShaderTable;
uint Width;
uint Height;
uint Depth;
}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_DISPATCH_RAYS_DESC サイズ: 104 バイト(x64)
dim st, 26 ; 4byte整数×26(構造体サイズ 104 / 4 切り上げ)
; RayGenerationShaderRecord : D3D12_GPU_VIRTUAL_ADDRESS_RANGE (+0, 16byte) varptr(st)+0 を基点に操作(16byte:入れ子/配列)
; MissShaderTable : D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE (+16, 24byte) varptr(st)+16 を基点に操作(24byte:入れ子/配列)
; HitGroupTable : D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE (+40, 24byte) varptr(st)+40 を基点に操作(24byte:入れ子/配列)
; CallableShaderTable : D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE (+64, 24byte) varptr(st)+64 を基点に操作(24byte:入れ子/配列)
; Width : DWORD (+88, 4byte) st.22 = 値 / 値 = st.22 (lpoke/lpeek も可)
; Height : DWORD (+92, 4byte) st.23 = 値 / 値 = st.23 (lpoke/lpeek も可)
; Depth : DWORD (+96, 4byte) st.24 = 値 / 値 = st.24 (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_GPU_VIRTUAL_ADDRESS_RANGE
#field int64 StartAddress
#field int64 SizeInBytes
#endstruct
#defstruct global D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE
#field int64 StartAddress
#field int64 SizeInBytes
#field int64 StrideInBytes
#endstruct
#defstruct global D3D12_DISPATCH_RAYS_DESC
#field D3D12_GPU_VIRTUAL_ADDRESS_RANGE RayGenerationShaderRecord
#field D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE MissShaderTable
#field D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE HitGroupTable
#field D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE CallableShaderTable
#field int Width
#field int Height
#field int Depth
#endstruct
stdim st, D3D12_DISPATCH_RAYS_DESC ; NSTRUCT 変数を確保
st->Width = 100
mes "Width=" + st->Width