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D3D12_RAYTRACING_GEOMETRY_TRIANGLES_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 |
|---|---|---|---|---|---|
| Transform3x4 | ULONGLONG | 8 | +0 | +0 | 3x4変換行列のGPU仮想アドレス。0で変換なし。 |
| IndexFormat | DXGI_FORMAT | 4 | +8 | +8 | インデックスのフォーマット(DXGI_FORMAT)。インデックス未使用時はUNKNOWN。 |
| VertexFormat | DXGI_FORMAT | 4 | +12 | +12 | 頂点位置のフォーマット(DXGI_FORMAT)。 |
| IndexCount | DWORD | 4 | +16 | +16 | インデックス数。インデックス未使用時は0。 |
| VertexCount | DWORD | 4 | +20 | +20 | 頂点数。 |
| IndexBuffer | ULONGLONG | 8 | +24 | +24 | インデックスバッファのGPU仮想アドレス。未使用時は0。 |
| VertexBuffer | D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE | 16 | +32 | +32 | 頂点バッファ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_RAYTRACING_GEOMETRY_TRIANGLES_DESC (x64 48 / x86 48 バイト)
typedef struct D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC {
ULONGLONG Transform3x4;
DXGI_FORMAT IndexFormat;
DXGI_FORMAT VertexFormat;
DWORD IndexCount;
DWORD VertexCount;
ULONGLONG IndexBuffer;
D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE VertexBuffer;
} D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC;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_RAYTRACING_GEOMETRY_TRIANGLES_DESC
{
public ulong Transform3x4;
public int IndexFormat;
public int VertexFormat;
public uint IndexCount;
public uint VertexCount;
public ulong IndexBuffer;
public D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE VertexBuffer;
}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_RAYTRACING_GEOMETRY_TRIANGLES_DESC
Public Transform3x4 As ULong
Public IndexFormat As Integer
Public VertexFormat As Integer
Public IndexCount As UInteger
Public VertexCount As UInteger
Public IndexBuffer As ULong
Public VertexBuffer 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_RAYTRACING_GEOMETRY_TRIANGLES_DESC(ctypes.Structure):
_fields_ = [
("Transform3x4", ctypes.c_ulonglong),
("IndexFormat", ctypes.c_int),
("VertexFormat", ctypes.c_int),
("IndexCount", wintypes.DWORD),
("VertexCount", wintypes.DWORD),
("IndexBuffer", ctypes.c_ulonglong),
("VertexBuffer", 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_RAYTRACING_GEOMETRY_TRIANGLES_DESC {
pub Transform3x4: u64,
pub IndexFormat: i32,
pub VertexFormat: i32,
pub IndexCount: u32,
pub VertexCount: u32,
pub IndexBuffer: u64,
pub VertexBuffer: 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_RAYTRACING_GEOMETRY_TRIANGLES_DESC struct {
Transform3x4 uint64
IndexFormat int32
VertexFormat int32
IndexCount uint32
VertexCount uint32
IndexBuffer uint64
VertexBuffer D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE
}type
D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE = record
StartAddress: UInt64;
StrideInBytes: UInt64;
end;
D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC = record
Transform3x4: UInt64;
IndexFormat: Integer;
VertexFormat: Integer;
IndexCount: DWORD;
VertexCount: DWORD;
IndexBuffer: UInt64;
VertexBuffer: D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE;
end;const D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE = extern struct {
StartAddress: u64,
StrideInBytes: u64,
};
const D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC = extern struct {
Transform3x4: u64,
IndexFormat: i32,
VertexFormat: i32,
IndexCount: u32,
VertexCount: u32,
IndexBuffer: u64,
VertexBuffer: D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE,
};type
D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE {.bycopy.} = object
StartAddress: uint64
StrideInBytes: uint64
D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC {.bycopy.} = object
Transform3x4: uint64
IndexFormat: int32
VertexFormat: int32
IndexCount: uint32
VertexCount: uint32
IndexBuffer: uint64
VertexBuffer: D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDEstruct D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE
{
ulong StartAddress;
ulong StrideInBytes;
}
struct D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC
{
ulong Transform3x4;
int IndexFormat;
int VertexFormat;
uint IndexCount;
uint VertexCount;
ulong IndexBuffer;
D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE VertexBuffer;
}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_RAYTRACING_GEOMETRY_TRIANGLES_DESC サイズ: 48 バイト(x64)
dim st, 12 ; 4byte整数×12(構造体サイズ 48 / 4 切り上げ)
; Transform3x4 : ULONGLONG (+0, 8byte) qpoke st,0,値 / qpeek(st,0) ※IronHSPのみ。3.7/3.8は lpoke st,0,下位 : lpoke st,4,上位
; IndexFormat : DXGI_FORMAT (+8, 4byte) st.2 = 値 / 値 = st.2 (lpoke/lpeek も可)
; VertexFormat : DXGI_FORMAT (+12, 4byte) st.3 = 値 / 値 = st.3 (lpoke/lpeek も可)
; IndexCount : DWORD (+16, 4byte) st.4 = 値 / 値 = st.4 (lpoke/lpeek も可)
; VertexCount : DWORD (+20, 4byte) st.5 = 値 / 値 = st.5 (lpoke/lpeek も可)
; IndexBuffer : ULONGLONG (+24, 8byte) qpoke st,24,値 / qpeek(st,24) ※IronHSPのみ。3.7/3.8は lpoke st,24,下位 : lpoke st,28,上位
; VertexBuffer : D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE (+32, 16byte) varptr(st)+32 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_RAYTRACING_GEOMETRY_TRIANGLES_DESC
#field int64 Transform3x4
#field int IndexFormat
#field int VertexFormat
#field int IndexCount
#field int VertexCount
#field int64 IndexBuffer
#field D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE VertexBuffer
#endstruct
stdim st, D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC ; NSTRUCT 変数を確保
st->Transform3x4 = 100
mes "Transform3x4=" + st->Transform3x4