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D3D12_NODE_GPU_INPUT
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 |
|---|---|---|---|---|---|
| EntrypointIndex | DWORD | 4 | +0 | +0 | 入力先エントリーポイントノードのインデックス。 |
| NumRecords | DWORD | 4 | +4 | +4 | 投入するレコードの数。 |
| Records | D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE | 16 | +8 | +8 | レコードデータのGPU仮想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_NODE_GPU_INPUT (x64 24 / x86 24 バイト)
typedef struct D3D12_NODE_GPU_INPUT {
DWORD EntrypointIndex;
DWORD NumRecords;
D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE Records;
} D3D12_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_NODE_GPU_INPUT
{
public uint EntrypointIndex;
public uint NumRecords;
public D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE Records;
}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_NODE_GPU_INPUT
Public EntrypointIndex As UInteger
Public NumRecords As UInteger
Public Records As D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE
End Structureimport 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_NODE_GPU_INPUT(ctypes.Structure):
_fields_ = [
("EntrypointIndex", wintypes.DWORD),
("NumRecords", wintypes.DWORD),
("Records", 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_NODE_GPU_INPUT {
pub EntrypointIndex: u32,
pub NumRecords: u32,
pub Records: 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_NODE_GPU_INPUT struct {
EntrypointIndex uint32
NumRecords uint32
Records D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE
}type
D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE = record
StartAddress: UInt64;
StrideInBytes: UInt64;
end;
D3D12_NODE_GPU_INPUT = record
EntrypointIndex: DWORD;
NumRecords: DWORD;
Records: D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE;
end;const D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE = extern struct {
StartAddress: u64,
StrideInBytes: u64,
};
const D3D12_NODE_GPU_INPUT = extern struct {
EntrypointIndex: u32,
NumRecords: u32,
Records: D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE,
};type
D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE {.bycopy.} = object
StartAddress: uint64
StrideInBytes: uint64
D3D12_NODE_GPU_INPUT {.bycopy.} = object
EntrypointIndex: uint32
NumRecords: uint32
Records: D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDEstruct D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE
{
ulong StartAddress;
ulong StrideInBytes;
}
struct D3D12_NODE_GPU_INPUT
{
uint EntrypointIndex;
uint NumRecords;
D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE Records;
}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_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)
; EntrypointIndex : DWORD (+0, 4byte) st.0 = 値 / 値 = st.0 (lpoke/lpeek も可)
; NumRecords : DWORD (+4, 4byte) st.1 = 値 / 値 = st.1 (lpoke/lpeek も可)
; Records : 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_NODE_GPU_INPUT
#field int EntrypointIndex
#field int NumRecords
#field D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE Records
#endstruct
stdim st, D3D12_NODE_GPU_INPUT ; NSTRUCT 変数を確保
st->EntrypointIndex = 100
mes "EntrypointIndex=" + st->EntrypointIndex