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D3D12_DXIL_LIBRARY_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 |
|---|---|---|---|---|---|
| DXILLibrary | D3D12_SHADER_BYTECODE | 16/8 | +0 | +0 | DXILシェーダーライブラリのバイトコード。 |
| NumExports | DWORD | 4 | +16 | +8 | エクスポート記述子配列の要素数。0で全シンボルをエクスポートする。 |
| pExports | D3D12_EXPORT_DESC* | 8/4 | +24 | +12 | エクスポート記述子配列へのポインター。NumExports個。NULL可。 |
各言語での定義
#include <windows.h>
// D3D12_SHADER_BYTECODE (x64 16 / x86 8 バイト)
typedef struct D3D12_SHADER_BYTECODE {
void* pShaderBytecode;
UINT_PTR BytecodeLength;
} D3D12_SHADER_BYTECODE;
// D3D12_DXIL_LIBRARY_DESC (x64 32 / x86 16 バイト)
typedef struct D3D12_DXIL_LIBRARY_DESC {
D3D12_SHADER_BYTECODE DXILLibrary;
DWORD NumExports;
D3D12_EXPORT_DESC* pExports;
} D3D12_DXIL_LIBRARY_DESC;using System;
using System.Runtime.InteropServices;
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D12_SHADER_BYTECODE
{
public IntPtr pShaderBytecode;
public UIntPtr BytecodeLength;
}
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D12_DXIL_LIBRARY_DESC
{
public D3D12_SHADER_BYTECODE DXILLibrary;
public uint NumExports;
public IntPtr pExports;
}Imports System.Runtime.InteropServices
<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D12_SHADER_BYTECODE
Public pShaderBytecode As IntPtr
Public BytecodeLength As UIntPtr
End Structure
<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D12_DXIL_LIBRARY_DESC
Public DXILLibrary As D3D12_SHADER_BYTECODE
Public NumExports As UInteger
Public pExports As IntPtr
End Structureimport ctypes
from ctypes import wintypes
class D3D12_SHADER_BYTECODE(ctypes.Structure):
_fields_ = [
("pShaderBytecode", ctypes.c_void_p),
("BytecodeLength", ctypes.c_size_t),
]
class D3D12_DXIL_LIBRARY_DESC(ctypes.Structure):
_fields_ = [
("DXILLibrary", D3D12_SHADER_BYTECODE),
("NumExports", wintypes.DWORD),
("pExports", ctypes.c_void_p),
]#[repr(C)]
pub struct D3D12_SHADER_BYTECODE {
pub pShaderBytecode: *mut core::ffi::c_void,
pub BytecodeLength: usize,
}
#[repr(C)]
pub struct D3D12_DXIL_LIBRARY_DESC {
pub DXILLibrary: D3D12_SHADER_BYTECODE,
pub NumExports: u32,
pub pExports: *mut core::ffi::c_void,
}import "golang.org/x/sys/windows"
type D3D12_SHADER_BYTECODE struct {
pShaderBytecode uintptr
BytecodeLength uintptr
}
type D3D12_DXIL_LIBRARY_DESC struct {
DXILLibrary D3D12_SHADER_BYTECODE
NumExports uint32
pExports uintptr
}type
D3D12_SHADER_BYTECODE = record
pShaderBytecode: Pointer;
BytecodeLength: NativeUInt;
end;
D3D12_DXIL_LIBRARY_DESC = record
DXILLibrary: D3D12_SHADER_BYTECODE;
NumExports: DWORD;
pExports: Pointer;
end;const D3D12_SHADER_BYTECODE = extern struct {
pShaderBytecode: ?*anyopaque,
BytecodeLength: usize,
};
const D3D12_DXIL_LIBRARY_DESC = extern struct {
DXILLibrary: D3D12_SHADER_BYTECODE,
NumExports: u32,
pExports: ?*anyopaque,
};type
D3D12_SHADER_BYTECODE {.bycopy.} = object
pShaderBytecode: pointer
BytecodeLength: uint
D3D12_DXIL_LIBRARY_DESC {.bycopy.} = object
DXILLibrary: D3D12_SHADER_BYTECODE
NumExports: uint32
pExports: pointerstruct D3D12_SHADER_BYTECODE
{
void* pShaderBytecode;
size_t BytecodeLength;
}
struct D3D12_DXIL_LIBRARY_DESC
{
D3D12_SHADER_BYTECODE DXILLibrary;
uint NumExports;
void* pExports;
}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。(x86 レイアウト)
; D3D12_DXIL_LIBRARY_DESC サイズ: 16 バイト(x86)
dim st, 4 ; 4byte整数×4(構造体サイズ 16 / 4 切り上げ)
; DXILLibrary : D3D12_SHADER_BYTECODE (+0, 8byte) varptr(st)+0 を基点に操作(8byte:入れ子/配列)
; NumExports : DWORD (+8, 4byte) st.2 = 値 / 値 = st.2 (lpoke/lpeek も可)
; pExports : D3D12_EXPORT_DESC* (+12, 4byte) varptr(st)+12 を基点に操作(4byte: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。; 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_DXIL_LIBRARY_DESC サイズ: 32 バイト(x64)
dim st, 8 ; 4byte整数×8(構造体サイズ 32 / 4 切り上げ)
; DXILLibrary : D3D12_SHADER_BYTECODE (+0, 16byte) varptr(st)+0 を基点に操作(16byte:入れ子/配列)
; NumExports : DWORD (+16, 4byte) st.4 = 値 / 値 = st.4 (lpoke/lpeek も可)
; pExports : D3D12_EXPORT_DESC* (+24, 8byte) varptr(st)+24 を基点に操作(8byte: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_SHADER_BYTECODE
#field intptr pShaderBytecode
#field intptr BytecodeLength
#endstruct
#defstruct global D3D12_DXIL_LIBRARY_DESC
#field D3D12_SHADER_BYTECODE DXILLibrary
#field int NumExports
#field intptr pExports
#endstruct
stdim st, D3D12_DXIL_LIBRARY_DESC ; NSTRUCT 変数を確保
st->NumExports = 100
mes "NumExports=" + st->NumExports