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D3D12_MULTI_NODE_GPU_INPUT

構造体
サイズx64: 24 バイト / x86: 24 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
NumNodeInputsDWORD4+0+0ノード入力の数。
NodeInputsD3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE16+8+8ノードGPU入力データのアドレスとストライド。

各言語での定義

#include <windows.h>

// D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE  (x64 16 / x86 16 バイト)
typedef struct D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE {
    ULONGLONG StartAddress;
    ULONGLONG StrideInBytes;
} D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE;

// D3D12_MULTI_NODE_GPU_INPUT  (x64 24 / x86 24 バイト)
typedef struct D3D12_MULTI_NODE_GPU_INPUT {
    DWORD NumNodeInputs;
    D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE NodeInputs;
} D3D12_MULTI_NODE_GPU_INPUT;
using System;
using System.Runtime.InteropServices;

[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE
{
    public ulong StartAddress;
    public ulong StrideInBytes;
}

[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D12_MULTI_NODE_GPU_INPUT
{
    public uint NumNodeInputs;
    public D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE NodeInputs;
}
Imports System.Runtime.InteropServices

<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE
    Public StartAddress As ULong
    Public StrideInBytes As ULong
End Structure

<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D12_MULTI_NODE_GPU_INPUT
    Public NumNodeInputs As UInteger
    Public NodeInputs As D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE
End Structure
import ctypes
from ctypes import wintypes

class D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE(ctypes.Structure):
    _fields_ = [
        ("StartAddress", ctypes.c_ulonglong),
        ("StrideInBytes", ctypes.c_ulonglong),
    ]

class D3D12_MULTI_NODE_GPU_INPUT(ctypes.Structure):
    _fields_ = [
        ("NumNodeInputs", wintypes.DWORD),
        ("NodeInputs", D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE),
    ]
#[repr(C)]
pub struct D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE {
    pub StartAddress: u64,
    pub StrideInBytes: u64,
}

#[repr(C)]
pub struct D3D12_MULTI_NODE_GPU_INPUT {
    pub NumNodeInputs: u32,
    pub NodeInputs: D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE,
}
import "golang.org/x/sys/windows"

type D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE struct {
	StartAddress uint64
	StrideInBytes uint64
}

type D3D12_MULTI_NODE_GPU_INPUT struct {
	NumNodeInputs uint32
	NodeInputs D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE
}
type
  D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE = record
    StartAddress: UInt64;
    StrideInBytes: UInt64;
  end;

  D3D12_MULTI_NODE_GPU_INPUT = record
    NumNodeInputs: DWORD;
    NodeInputs: D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE;
  end;
const D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE = extern struct {
    StartAddress: u64,
    StrideInBytes: u64,
};

const D3D12_MULTI_NODE_GPU_INPUT = extern struct {
    NumNodeInputs: u32,
    NodeInputs: D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE,
};
type
  D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE {.bycopy.} = object
    StartAddress: uint64
    StrideInBytes: uint64

  D3D12_MULTI_NODE_GPU_INPUT {.bycopy.} = object
    NumNodeInputs: uint32
    NodeInputs: D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE
struct D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE
{
    ulong StartAddress;
    ulong StrideInBytes;
}

struct D3D12_MULTI_NODE_GPU_INPUT
{
    uint NumNodeInputs;
    D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE NodeInputs;
}

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_MULTI_NODE_GPU_INPUT サイズ: 24 バイト(x64)
dim st, 6    ; 4byte整数×6(構造体サイズ 24 / 4 切り上げ)
; NumNodeInputs : DWORD (+0, 4byte)  st.0 = 値  /  値 = st.0   (lpoke/lpeek も可)
; NodeInputs : D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE (+8, 16byte)  varptr(st)+8 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_GPU_VIRTUAL_ADDRESS_AND_STRIDE
    #field int64 StartAddress
    #field int64 StrideInBytes
#endstruct

#defstruct global D3D12_MULTI_NODE_GPU_INPUT
    #field int NumNodeInputs
    #field D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE NodeInputs
#endstruct

stdim st, D3D12_MULTI_NODE_GPU_INPUT        ; NSTRUCT 変数を確保
st->NumNodeInputs = 100
mes "NumNodeInputs=" + st->NumNodeInputs