Win32 API 日本語リファレンス
ホームGraphics.Direct3D12 › D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC

D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC

構造体
サイズx64: 48 バイト / x86: 48 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
Transform3x4ULONGLONG8+0+03x4変換行列のGPU仮想アドレス。0で変換なし。
IndexFormatDXGI_FORMAT4+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。
VertexFormatDXGI_FORMAT4+12+12頂点位置のフォーマット(DXGI_FORMAT)。
IndexCountDWORD4+16+16インデックス数。インデックス未使用時は0。
VertexCountDWORD4+20+20頂点数。
IndexBufferULONGLONG8+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。
VertexBufferD3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE16+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 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_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_STRIDE
struct 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