ホーム › Graphics.Direct3D12 › D3D12_FEATURE_DATA_ARCHITECTURE1
D3D12_FEATURE_DATA_ARCHITECTURE1
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 |
|---|---|---|---|---|---|
| NodeIndex | DWORD | 4 | +0 | +0 | 問い合わせ対象のGPUノードインデックス。入力値。 |
| TileBasedRenderer | BOOL | 4 | +4 | +4 | タイルベースレンダラ(TBR)か。 |
| UMA | BOOL | 4 | +8 | +8 | 統合メモリアーキテクチャ(UMA)か。CPUとGPUがメモリ共有する。 |
| CacheCoherentUMA | BOOL | 4 | +12 | +12 | キャッシュコヒーレントUMAか。 |
| IsolatedMMU | BOOL | 4 | +16 | +16 | 分離型MMUを持つか。 |
各言語での定義
#include <windows.h>
// D3D12_FEATURE_DATA_ARCHITECTURE1 (x64 20 / x86 20 バイト)
typedef struct D3D12_FEATURE_DATA_ARCHITECTURE1 {
DWORD NodeIndex;
BOOL TileBasedRenderer;
BOOL UMA;
BOOL CacheCoherentUMA;
BOOL IsolatedMMU;
} D3D12_FEATURE_DATA_ARCHITECTURE1;using System;
using System.Runtime.InteropServices;
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D12_FEATURE_DATA_ARCHITECTURE1
{
public uint NodeIndex;
[MarshalAs(UnmanagedType.Bool)] public bool TileBasedRenderer;
[MarshalAs(UnmanagedType.Bool)] public bool UMA;
[MarshalAs(UnmanagedType.Bool)] public bool CacheCoherentUMA;
[MarshalAs(UnmanagedType.Bool)] public bool IsolatedMMU;
}Imports System.Runtime.InteropServices
<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D12_FEATURE_DATA_ARCHITECTURE1
Public NodeIndex As UInteger
<MarshalAs(UnmanagedType.Bool)> Public TileBasedRenderer As Boolean
<MarshalAs(UnmanagedType.Bool)> Public UMA As Boolean
<MarshalAs(UnmanagedType.Bool)> Public CacheCoherentUMA As Boolean
<MarshalAs(UnmanagedType.Bool)> Public IsolatedMMU As Boolean
End Structureimport ctypes
from ctypes import wintypes
class D3D12_FEATURE_DATA_ARCHITECTURE1(ctypes.Structure):
_fields_ = [
("NodeIndex", wintypes.DWORD),
("TileBasedRenderer", wintypes.BOOL),
("UMA", wintypes.BOOL),
("CacheCoherentUMA", wintypes.BOOL),
("IsolatedMMU", wintypes.BOOL),
]#[repr(C)]
pub struct D3D12_FEATURE_DATA_ARCHITECTURE1 {
pub NodeIndex: u32,
pub TileBasedRenderer: i32,
pub UMA: i32,
pub CacheCoherentUMA: i32,
pub IsolatedMMU: i32,
}import "golang.org/x/sys/windows"
type D3D12_FEATURE_DATA_ARCHITECTURE1 struct {
NodeIndex uint32
TileBasedRenderer int32
UMA int32
CacheCoherentUMA int32
IsolatedMMU int32
}type
D3D12_FEATURE_DATA_ARCHITECTURE1 = record
NodeIndex: DWORD;
TileBasedRenderer: BOOL;
UMA: BOOL;
CacheCoherentUMA: BOOL;
IsolatedMMU: BOOL;
end;const D3D12_FEATURE_DATA_ARCHITECTURE1 = extern struct {
NodeIndex: u32,
TileBasedRenderer: i32,
UMA: i32,
CacheCoherentUMA: i32,
IsolatedMMU: i32,
};type
D3D12_FEATURE_DATA_ARCHITECTURE1 {.bycopy.} = object
NodeIndex: uint32
TileBasedRenderer: int32
UMA: int32
CacheCoherentUMA: int32
IsolatedMMU: int32struct D3D12_FEATURE_DATA_ARCHITECTURE1
{
uint NodeIndex;
int TileBasedRenderer;
int UMA;
int CacheCoherentUMA;
int IsolatedMMU;
}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_FEATURE_DATA_ARCHITECTURE1 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)
; NodeIndex : DWORD (+0, 4byte) st.0 = 値 / 値 = st.0 (lpoke/lpeek も可)
; TileBasedRenderer : BOOL (+4, 4byte) st.1 = 値 / 値 = st.1 (lpoke/lpeek も可)
; UMA : BOOL (+8, 4byte) st.2 = 値 / 値 = st.2 (lpoke/lpeek も可)
; CacheCoherentUMA : BOOL (+12, 4byte) st.3 = 値 / 値 = st.3 (lpoke/lpeek も可)
; IsolatedMMU : BOOL (+16, 4byte) st.4 = 値 / 値 = st.4 (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_FEATURE_DATA_ARCHITECTURE1
#field int NodeIndex
#field bool TileBasedRenderer
#field bool UMA
#field bool CacheCoherentUMA
#field bool IsolatedMMU
#endstruct
stdim st, D3D12_FEATURE_DATA_ARCHITECTURE1 ; NSTRUCT 変数を確保
st->NodeIndex = 100
mes "NodeIndex=" + st->NodeIndex