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D3D12_RASTERIZER_DESC2
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 |
|---|---|---|---|---|---|
| FillMode | D3D12_FILL_MODE | 4 | +0 | +0 | 三角形の塗りつぶし方法。ソリッドまたはワイヤフレームを指定する。 |
| CullMode | D3D12_CULL_MODE | 4 | +4 | +4 | カリング対象の面方向。前面・背面・なしを指定する。 |
| FrontCounterClockwise | BOOL | 4 | +8 | +8 | 反時計回りの頂点順を前面とみなすか。TRUEで反時計回りが前面。 |
| DepthBias | FLOAT | 4 | +12 | +12 | 深度値に加算する固定バイアス値。FLOAT型で指定する。 |
| DepthBiasClamp | FLOAT | 4 | +16 | +16 | 適用する深度バイアスの最大絶対値。0で制限なし。 |
| SlopeScaledDepthBias | FLOAT | 4 | +20 | +20 | ポリゴンの傾きに比例して加算する深度バイアス係数。 |
| DepthClipEnable | BOOL | 4 | +24 | +24 | 深度に基づくクリッピングを有効にするか。FALSEで近遠面クリップ無効。 |
| LineRasterizationMode | D3D12_LINE_RASTERIZATION_MODE | 4 | +28 | +28 | ラインのラスタライズ方式。アンチエイリアスや矩形ラインの種別を指定する。 |
| ForcedSampleCount | DWORD | 4 | +32 | +32 | UAVレンダリング時に強制するサンプル数。0で強制なし。 |
| ConservativeRaster | D3D12_CONSERVATIVE_RASTERIZATION_MODE | 4 | +36 | +36 | コンサバティブラスタライゼーションのモード。ONで保守的描画を行う。 |
各言語での定義
#include <windows.h>
// D3D12_RASTERIZER_DESC2 (x64 40 / x86 40 バイト)
typedef struct D3D12_RASTERIZER_DESC2 {
D3D12_FILL_MODE FillMode;
D3D12_CULL_MODE CullMode;
BOOL FrontCounterClockwise;
FLOAT DepthBias;
FLOAT DepthBiasClamp;
FLOAT SlopeScaledDepthBias;
BOOL DepthClipEnable;
D3D12_LINE_RASTERIZATION_MODE LineRasterizationMode;
DWORD ForcedSampleCount;
D3D12_CONSERVATIVE_RASTERIZATION_MODE ConservativeRaster;
} D3D12_RASTERIZER_DESC2;using System;
using System.Runtime.InteropServices;
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D12_RASTERIZER_DESC2
{
public int FillMode;
public int CullMode;
[MarshalAs(UnmanagedType.Bool)] public bool FrontCounterClockwise;
public float DepthBias;
public float DepthBiasClamp;
public float SlopeScaledDepthBias;
[MarshalAs(UnmanagedType.Bool)] public bool DepthClipEnable;
public int LineRasterizationMode;
public uint ForcedSampleCount;
public int ConservativeRaster;
}Imports System.Runtime.InteropServices
<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D12_RASTERIZER_DESC2
Public FillMode As Integer
Public CullMode As Integer
<MarshalAs(UnmanagedType.Bool)> Public FrontCounterClockwise As Boolean
Public DepthBias As Single
Public DepthBiasClamp As Single
Public SlopeScaledDepthBias As Single
<MarshalAs(UnmanagedType.Bool)> Public DepthClipEnable As Boolean
Public LineRasterizationMode As Integer
Public ForcedSampleCount As UInteger
Public ConservativeRaster As Integer
End Structureimport ctypes
from ctypes import wintypes
class D3D12_RASTERIZER_DESC2(ctypes.Structure):
_fields_ = [
("FillMode", ctypes.c_int),
("CullMode", ctypes.c_int),
("FrontCounterClockwise", wintypes.BOOL),
("DepthBias", ctypes.c_float),
("DepthBiasClamp", ctypes.c_float),
("SlopeScaledDepthBias", ctypes.c_float),
("DepthClipEnable", wintypes.BOOL),
("LineRasterizationMode", ctypes.c_int),
("ForcedSampleCount", wintypes.DWORD),
("ConservativeRaster", ctypes.c_int),
]#[repr(C)]
pub struct D3D12_RASTERIZER_DESC2 {
pub FillMode: i32,
pub CullMode: i32,
pub FrontCounterClockwise: i32,
pub DepthBias: f32,
pub DepthBiasClamp: f32,
pub SlopeScaledDepthBias: f32,
pub DepthClipEnable: i32,
pub LineRasterizationMode: i32,
pub ForcedSampleCount: u32,
pub ConservativeRaster: i32,
}import "golang.org/x/sys/windows"
type D3D12_RASTERIZER_DESC2 struct {
FillMode int32
CullMode int32
FrontCounterClockwise int32
DepthBias float32
DepthBiasClamp float32
SlopeScaledDepthBias float32
DepthClipEnable int32
LineRasterizationMode int32
ForcedSampleCount uint32
ConservativeRaster int32
}type
D3D12_RASTERIZER_DESC2 = record
FillMode: Integer;
CullMode: Integer;
FrontCounterClockwise: BOOL;
DepthBias: Single;
DepthBiasClamp: Single;
SlopeScaledDepthBias: Single;
DepthClipEnable: BOOL;
LineRasterizationMode: Integer;
ForcedSampleCount: DWORD;
ConservativeRaster: Integer;
end;const D3D12_RASTERIZER_DESC2 = extern struct {
FillMode: i32,
CullMode: i32,
FrontCounterClockwise: i32,
DepthBias: f32,
DepthBiasClamp: f32,
SlopeScaledDepthBias: f32,
DepthClipEnable: i32,
LineRasterizationMode: i32,
ForcedSampleCount: u32,
ConservativeRaster: i32,
};type
D3D12_RASTERIZER_DESC2 {.bycopy.} = object
FillMode: int32
CullMode: int32
FrontCounterClockwise: int32
DepthBias: float32
DepthBiasClamp: float32
SlopeScaledDepthBias: float32
DepthClipEnable: int32
LineRasterizationMode: int32
ForcedSampleCount: uint32
ConservativeRaster: int32struct D3D12_RASTERIZER_DESC2
{
int FillMode;
int CullMode;
int FrontCounterClockwise;
float DepthBias;
float DepthBiasClamp;
float SlopeScaledDepthBias;
int DepthClipEnable;
int LineRasterizationMode;
uint ForcedSampleCount;
int ConservativeRaster;
}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_RASTERIZER_DESC2 サイズ: 40 バイト(x64)
dim st, 10 ; 4byte整数×10(構造体サイズ 40 / 4 切り上げ)
; FillMode : D3D12_FILL_MODE (+0, 4byte) st.0 = 値 / 値 = st.0 (lpoke/lpeek も可)
; CullMode : D3D12_CULL_MODE (+4, 4byte) st.1 = 値 / 値 = st.1 (lpoke/lpeek も可)
; FrontCounterClockwise : BOOL (+8, 4byte) st.2 = 値 / 値 = st.2 (lpoke/lpeek も可)
; DepthBias : FLOAT (+12, 4byte) st.3 = 値 / 値 = st.3 (lpoke/lpeek も可)
; DepthBiasClamp : FLOAT (+16, 4byte) st.4 = 値 / 値 = st.4 (lpoke/lpeek も可)
; SlopeScaledDepthBias : FLOAT (+20, 4byte) st.5 = 値 / 値 = st.5 (lpoke/lpeek も可)
; DepthClipEnable : BOOL (+24, 4byte) st.6 = 値 / 値 = st.6 (lpoke/lpeek も可)
; LineRasterizationMode : D3D12_LINE_RASTERIZATION_MODE (+28, 4byte) st.7 = 値 / 値 = st.7 (lpoke/lpeek も可)
; ForcedSampleCount : DWORD (+32, 4byte) st.8 = 値 / 値 = st.8 (lpoke/lpeek も可)
; ConservativeRaster : D3D12_CONSERVATIVE_RASTERIZATION_MODE (+36, 4byte) st.9 = 値 / 値 = st.9 (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_RASTERIZER_DESC2
#field int FillMode
#field int CullMode
#field bool FrontCounterClockwise
#field float DepthBias
#field float DepthBiasClamp
#field float SlopeScaledDepthBias
#field bool DepthClipEnable
#field int LineRasterizationMode
#field int ForcedSampleCount
#field int ConservativeRaster
#endstruct
stdim st, D3D12_RASTERIZER_DESC2 ; NSTRUCT 変数を確保
st->FillMode = 100
mes "FillMode=" + st->FillMode