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D3D12_RENDER_PASS_DEPTH_STENCIL_DESC

構造体
サイズx64: 168 バイト / x86: 116 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
cpuDescriptorD3D12_CPU_DESCRIPTOR_HANDLE8/4+0+0深度ステンシルビューのCPUディスクリプタハンドル。
DepthBeginningAccessD3D12_RENDER_PASS_BEGINNING_ACCESS24+8+4深度の開始時アクセス記述。
StencilBeginningAccessD3D12_RENDER_PASS_BEGINNING_ACCESS24+32+28ステンシルの開始時アクセス記述。
DepthEndingAccessD3D12_RENDER_PASS_ENDING_ACCESS56/32+56+52深度の終了時アクセス記述。
StencilEndingAccessD3D12_RENDER_PASS_ENDING_ACCESS56/32+112+84ステンシルの終了時アクセス記述。

各言語での定義

#include <windows.h>

// D3D12_CPU_DESCRIPTOR_HANDLE  (x64 8 / x86 4 バイト)
typedef struct D3D12_CPU_DESCRIPTOR_HANDLE {
    UINT_PTR ptr;
} D3D12_CPU_DESCRIPTOR_HANDLE;

// D3D12_RENDER_PASS_BEGINNING_ACCESS  (x64 24 / x86 24 バイト)
typedef struct D3D12_RENDER_PASS_BEGINNING_ACCESS {
    D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE Type;
    _Anonymous_e__Union Anonymous;
} D3D12_RENDER_PASS_BEGINNING_ACCESS;

// D3D12_RENDER_PASS_ENDING_ACCESS  (x64 56 / x86 32 バイト)
typedef struct D3D12_RENDER_PASS_ENDING_ACCESS {
    D3D12_RENDER_PASS_ENDING_ACCESS_TYPE Type;
    _Anonymous_e__Union Anonymous;
} D3D12_RENDER_PASS_ENDING_ACCESS;

// D3D12_RENDER_PASS_DEPTH_STENCIL_DESC  (x64 168 / x86 116 バイト)
typedef struct D3D12_RENDER_PASS_DEPTH_STENCIL_DESC {
    D3D12_CPU_DESCRIPTOR_HANDLE cpuDescriptor;
    D3D12_RENDER_PASS_BEGINNING_ACCESS DepthBeginningAccess;
    D3D12_RENDER_PASS_BEGINNING_ACCESS StencilBeginningAccess;
    D3D12_RENDER_PASS_ENDING_ACCESS DepthEndingAccess;
    D3D12_RENDER_PASS_ENDING_ACCESS StencilEndingAccess;
} D3D12_RENDER_PASS_DEPTH_STENCIL_DESC;
using System;
using System.Runtime.InteropServices;

[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D12_CPU_DESCRIPTOR_HANDLE
{
    public UIntPtr ptr;
}

[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D12_RENDER_PASS_BEGINNING_ACCESS
{
    public int Type;
    public _Anonymous_e__Union Anonymous;
}

[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D12_RENDER_PASS_ENDING_ACCESS
{
    public int Type;
    public _Anonymous_e__Union Anonymous;
}

[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D12_RENDER_PASS_DEPTH_STENCIL_DESC
{
    public D3D12_CPU_DESCRIPTOR_HANDLE cpuDescriptor;
    public D3D12_RENDER_PASS_BEGINNING_ACCESS DepthBeginningAccess;
    public D3D12_RENDER_PASS_BEGINNING_ACCESS StencilBeginningAccess;
    public D3D12_RENDER_PASS_ENDING_ACCESS DepthEndingAccess;
    public D3D12_RENDER_PASS_ENDING_ACCESS StencilEndingAccess;
}
Imports System.Runtime.InteropServices

<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D12_CPU_DESCRIPTOR_HANDLE
    Public ptr As UIntPtr
End Structure

<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D12_RENDER_PASS_BEGINNING_ACCESS
    Public Type As Integer
    Public Anonymous As _Anonymous_e__Union
End Structure

<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D12_RENDER_PASS_ENDING_ACCESS
    Public Type As Integer
    Public Anonymous As _Anonymous_e__Union
End Structure

<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D12_RENDER_PASS_DEPTH_STENCIL_DESC
    Public cpuDescriptor As D3D12_CPU_DESCRIPTOR_HANDLE
    Public DepthBeginningAccess As D3D12_RENDER_PASS_BEGINNING_ACCESS
    Public StencilBeginningAccess As D3D12_RENDER_PASS_BEGINNING_ACCESS
    Public DepthEndingAccess As D3D12_RENDER_PASS_ENDING_ACCESS
    Public StencilEndingAccess As D3D12_RENDER_PASS_ENDING_ACCESS
End Structure
import ctypes
from ctypes import wintypes

class D3D12_CPU_DESCRIPTOR_HANDLE(ctypes.Structure):
    _fields_ = [
        ("ptr", ctypes.c_size_t),
    ]

class D3D12_RENDER_PASS_BEGINNING_ACCESS(ctypes.Structure):
    _fields_ = [
        ("Type", ctypes.c_int),
        ("Anonymous", _Anonymous_e__Union),
    ]

class D3D12_RENDER_PASS_ENDING_ACCESS(ctypes.Structure):
    _fields_ = [
        ("Type", ctypes.c_int),
        ("Anonymous", _Anonymous_e__Union),
    ]

class D3D12_RENDER_PASS_DEPTH_STENCIL_DESC(ctypes.Structure):
    _fields_ = [
        ("cpuDescriptor", D3D12_CPU_DESCRIPTOR_HANDLE),
        ("DepthBeginningAccess", D3D12_RENDER_PASS_BEGINNING_ACCESS),
        ("StencilBeginningAccess", D3D12_RENDER_PASS_BEGINNING_ACCESS),
        ("DepthEndingAccess", D3D12_RENDER_PASS_ENDING_ACCESS),
        ("StencilEndingAccess", D3D12_RENDER_PASS_ENDING_ACCESS),
    ]
#[repr(C)]
pub struct D3D12_CPU_DESCRIPTOR_HANDLE {
    pub ptr: usize,
}

#[repr(C)]
pub struct D3D12_RENDER_PASS_BEGINNING_ACCESS {
    pub Type: i32,
    pub Anonymous: _Anonymous_e__Union,
}

#[repr(C)]
pub struct D3D12_RENDER_PASS_ENDING_ACCESS {
    pub Type: i32,
    pub Anonymous: _Anonymous_e__Union,
}

#[repr(C)]
pub struct D3D12_RENDER_PASS_DEPTH_STENCIL_DESC {
    pub cpuDescriptor: D3D12_CPU_DESCRIPTOR_HANDLE,
    pub DepthBeginningAccess: D3D12_RENDER_PASS_BEGINNING_ACCESS,
    pub StencilBeginningAccess: D3D12_RENDER_PASS_BEGINNING_ACCESS,
    pub DepthEndingAccess: D3D12_RENDER_PASS_ENDING_ACCESS,
    pub StencilEndingAccess: D3D12_RENDER_PASS_ENDING_ACCESS,
}
import "golang.org/x/sys/windows"

type D3D12_CPU_DESCRIPTOR_HANDLE struct {
	ptr uintptr
}

type D3D12_RENDER_PASS_BEGINNING_ACCESS struct {
	Type int32
	Anonymous _Anonymous_e__Union
}

type D3D12_RENDER_PASS_ENDING_ACCESS struct {
	Type int32
	Anonymous _Anonymous_e__Union
}

type D3D12_RENDER_PASS_DEPTH_STENCIL_DESC struct {
	cpuDescriptor D3D12_CPU_DESCRIPTOR_HANDLE
	DepthBeginningAccess D3D12_RENDER_PASS_BEGINNING_ACCESS
	StencilBeginningAccess D3D12_RENDER_PASS_BEGINNING_ACCESS
	DepthEndingAccess D3D12_RENDER_PASS_ENDING_ACCESS
	StencilEndingAccess D3D12_RENDER_PASS_ENDING_ACCESS
}
type
  D3D12_CPU_DESCRIPTOR_HANDLE = record
    ptr: NativeUInt;
  end;

  D3D12_RENDER_PASS_BEGINNING_ACCESS = record
    Type: Integer;
    Anonymous: _Anonymous_e__Union;
  end;

  D3D12_RENDER_PASS_ENDING_ACCESS = record
    Type: Integer;
    Anonymous: _Anonymous_e__Union;
  end;

  D3D12_RENDER_PASS_DEPTH_STENCIL_DESC = record
    cpuDescriptor: D3D12_CPU_DESCRIPTOR_HANDLE;
    DepthBeginningAccess: D3D12_RENDER_PASS_BEGINNING_ACCESS;
    StencilBeginningAccess: D3D12_RENDER_PASS_BEGINNING_ACCESS;
    DepthEndingAccess: D3D12_RENDER_PASS_ENDING_ACCESS;
    StencilEndingAccess: D3D12_RENDER_PASS_ENDING_ACCESS;
  end;
const D3D12_CPU_DESCRIPTOR_HANDLE = extern struct {
    ptr: usize,
};

const D3D12_RENDER_PASS_BEGINNING_ACCESS = extern struct {
    Type: i32,
    Anonymous: _Anonymous_e__Union,
};

const D3D12_RENDER_PASS_ENDING_ACCESS = extern struct {
    Type: i32,
    Anonymous: _Anonymous_e__Union,
};

const D3D12_RENDER_PASS_DEPTH_STENCIL_DESC = extern struct {
    cpuDescriptor: D3D12_CPU_DESCRIPTOR_HANDLE,
    DepthBeginningAccess: D3D12_RENDER_PASS_BEGINNING_ACCESS,
    StencilBeginningAccess: D3D12_RENDER_PASS_BEGINNING_ACCESS,
    DepthEndingAccess: D3D12_RENDER_PASS_ENDING_ACCESS,
    StencilEndingAccess: D3D12_RENDER_PASS_ENDING_ACCESS,
};
type
  D3D12_CPU_DESCRIPTOR_HANDLE {.bycopy.} = object
    ptr: uint

  D3D12_RENDER_PASS_BEGINNING_ACCESS {.bycopy.} = object
    Type: int32
    Anonymous: _Anonymous_e__Union

  D3D12_RENDER_PASS_ENDING_ACCESS {.bycopy.} = object
    Type: int32
    Anonymous: _Anonymous_e__Union

  D3D12_RENDER_PASS_DEPTH_STENCIL_DESC {.bycopy.} = object
    cpuDescriptor: D3D12_CPU_DESCRIPTOR_HANDLE
    DepthBeginningAccess: D3D12_RENDER_PASS_BEGINNING_ACCESS
    StencilBeginningAccess: D3D12_RENDER_PASS_BEGINNING_ACCESS
    DepthEndingAccess: D3D12_RENDER_PASS_ENDING_ACCESS
    StencilEndingAccess: D3D12_RENDER_PASS_ENDING_ACCESS
struct D3D12_CPU_DESCRIPTOR_HANDLE
{
    size_t ptr;
}

struct D3D12_RENDER_PASS_BEGINNING_ACCESS
{
    int Type;
    _Anonymous_e__Union Anonymous;
}

struct D3D12_RENDER_PASS_ENDING_ACCESS
{
    int Type;
    _Anonymous_e__Union Anonymous;
}

struct D3D12_RENDER_PASS_DEPTH_STENCIL_DESC
{
    D3D12_CPU_DESCRIPTOR_HANDLE cpuDescriptor;
    D3D12_RENDER_PASS_BEGINNING_ACCESS DepthBeginningAccess;
    D3D12_RENDER_PASS_BEGINNING_ACCESS StencilBeginningAccess;
    D3D12_RENDER_PASS_ENDING_ACCESS DepthEndingAccess;
    D3D12_RENDER_PASS_ENDING_ACCESS StencilEndingAccess;
}

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。(x86 レイアウト)
; D3D12_RENDER_PASS_DEPTH_STENCIL_DESC サイズ: 116 バイト(x86)
dim st, 29    ; 4byte整数×29(構造体サイズ 116 / 4 切り上げ)
; cpuDescriptor : D3D12_CPU_DESCRIPTOR_HANDLE (+0, 4byte)  varptr(st)+0 を基点に操作(4byte:入れ子/配列)
; DepthBeginningAccess : D3D12_RENDER_PASS_BEGINNING_ACCESS (+4, 24byte)  varptr(st)+4 を基点に操作(24byte:入れ子/配列)
; StencilBeginningAccess : D3D12_RENDER_PASS_BEGINNING_ACCESS (+28, 24byte)  varptr(st)+28 を基点に操作(24byte:入れ子/配列)
; DepthEndingAccess : D3D12_RENDER_PASS_ENDING_ACCESS (+52, 32byte)  varptr(st)+52 を基点に操作(32byte:入れ子/配列)
; StencilEndingAccess : D3D12_RENDER_PASS_ENDING_ACCESS (+84, 32byte)  varptr(st)+84 を基点に操作(32byte: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。
; 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_RENDER_PASS_DEPTH_STENCIL_DESC サイズ: 168 バイト(x64)
dim st, 42    ; 4byte整数×42(構造体サイズ 168 / 4 切り上げ)
; cpuDescriptor : D3D12_CPU_DESCRIPTOR_HANDLE (+0, 8byte)  varptr(st)+0 を基点に操作(8byte:入れ子/配列)
; DepthBeginningAccess : D3D12_RENDER_PASS_BEGINNING_ACCESS (+8, 24byte)  varptr(st)+8 を基点に操作(24byte:入れ子/配列)
; StencilBeginningAccess : D3D12_RENDER_PASS_BEGINNING_ACCESS (+32, 24byte)  varptr(st)+32 を基点に操作(24byte:入れ子/配列)
; DepthEndingAccess : D3D12_RENDER_PASS_ENDING_ACCESS (+56, 56byte)  varptr(st)+56 を基点に操作(56byte:入れ子/配列)
; StencilEndingAccess : D3D12_RENDER_PASS_ENDING_ACCESS (+112, 56byte)  varptr(st)+112 を基点に操作(56byte: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_CPU_DESCRIPTOR_HANDLE
    #field intptr ptr
#endstruct

#defstruct global D3D12_RENDER_PASS_BEGINNING_ACCESS
    #field int Type
    #field byte Anonymous 20
#endstruct

#defstruct global D3D12_RENDER_PASS_ENDING_ACCESS
    #field int Type
    #field byte Anonymous 48
#endstruct

#defstruct global D3D12_RENDER_PASS_DEPTH_STENCIL_DESC
    #field D3D12_CPU_DESCRIPTOR_HANDLE cpuDescriptor
    #field D3D12_RENDER_PASS_BEGINNING_ACCESS DepthBeginningAccess
    #field D3D12_RENDER_PASS_BEGINNING_ACCESS StencilBeginningAccess
    #field D3D12_RENDER_PASS_ENDING_ACCESS DepthEndingAccess
    #field D3D12_RENDER_PASS_ENDING_ACCESS StencilEndingAccess
#endstruct

stdim st, D3D12_RENDER_PASS_DEPTH_STENCIL_DESC        ; NSTRUCT 変数を確保