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D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS

構造体
サイズx64: 48 バイト / x86: 28 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
pSrcResourceID3D12Resource*8/4+0+0解決元リソースへのポインター。
pDstResourceID3D12Resource*8/4+8+4解決先リソースへのポインター。
SubresourceCountDWORD4+16+8サブリソースパラメーター配列の要素数。
pSubresourceParametersD3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_SUBRESOURCE_PARAMETERS*8/4+24+12サブリソースごとの解決パラメーター配列へのポインター。
FormatDXGI_FORMAT4+32+16解決結果のフォーマット(DXGI_FORMAT)。
ResolveModeD3D12_RESOLVE_MODE4+36+20マルチサンプル解決の方法を示す列挙値。平均や最小などを指定する。
PreserveResolveSourceBOOL4+40+24解決元の内容を保持するか否かを示すBOOL。

各言語での定義

#include <windows.h>

// D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS  (x64 48 / x86 28 バイト)
typedef struct D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS {
    ID3D12Resource* pSrcResource;
    ID3D12Resource* pDstResource;
    DWORD SubresourceCount;
    D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_SUBRESOURCE_PARAMETERS* pSubresourceParameters;
    DXGI_FORMAT Format;
    D3D12_RESOLVE_MODE ResolveMode;
    BOOL PreserveResolveSource;
} D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS;
using System;
using System.Runtime.InteropServices;

[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS
{
    public IntPtr pSrcResource;
    public IntPtr pDstResource;
    public uint SubresourceCount;
    public IntPtr pSubresourceParameters;
    public int Format;
    public int ResolveMode;
    [MarshalAs(UnmanagedType.Bool)] public bool PreserveResolveSource;
}
Imports System.Runtime.InteropServices

<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS
    Public pSrcResource As IntPtr
    Public pDstResource As IntPtr
    Public SubresourceCount As UInteger
    Public pSubresourceParameters As IntPtr
    Public Format As Integer
    Public ResolveMode As Integer
    <MarshalAs(UnmanagedType.Bool)> Public PreserveResolveSource As Boolean
End Structure
import ctypes
from ctypes import wintypes

class D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS(ctypes.Structure):
    _fields_ = [
        ("pSrcResource", ctypes.c_void_p),
        ("pDstResource", ctypes.c_void_p),
        ("SubresourceCount", wintypes.DWORD),
        ("pSubresourceParameters", ctypes.c_void_p),
        ("Format", ctypes.c_int),
        ("ResolveMode", ctypes.c_int),
        ("PreserveResolveSource", wintypes.BOOL),
    ]
#[repr(C)]
pub struct D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS {
    pub pSrcResource: *mut core::ffi::c_void,
    pub pDstResource: *mut core::ffi::c_void,
    pub SubresourceCount: u32,
    pub pSubresourceParameters: *mut core::ffi::c_void,
    pub Format: i32,
    pub ResolveMode: i32,
    pub PreserveResolveSource: i32,
}
import "golang.org/x/sys/windows"

type D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS struct {
	pSrcResource uintptr
	pDstResource uintptr
	SubresourceCount uint32
	pSubresourceParameters uintptr
	Format int32
	ResolveMode int32
	PreserveResolveSource int32
}
type
  D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS = record
    pSrcResource: Pointer;
    pDstResource: Pointer;
    SubresourceCount: DWORD;
    pSubresourceParameters: Pointer;
    Format: Integer;
    ResolveMode: Integer;
    PreserveResolveSource: BOOL;
  end;
const D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS = extern struct {
    pSrcResource: ?*anyopaque,
    pDstResource: ?*anyopaque,
    SubresourceCount: u32,
    pSubresourceParameters: ?*anyopaque,
    Format: i32,
    ResolveMode: i32,
    PreserveResolveSource: i32,
};
type
  D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS {.bycopy.} = object
    pSrcResource: pointer
    pDstResource: pointer
    SubresourceCount: uint32
    pSubresourceParameters: pointer
    Format: int32
    ResolveMode: int32
    PreserveResolveSource: int32
struct D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS
{
    void* pSrcResource;
    void* pDstResource;
    uint SubresourceCount;
    void* pSubresourceParameters;
    int Format;
    int ResolveMode;
    int PreserveResolveSource;
}

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_ENDING_ACCESS_RESOLVE_PARAMETERS サイズ: 28 バイト(x86)
dim st, 7    ; 4byte整数×7(構造体サイズ 28 / 4 切り上げ)
; pSrcResource : ID3D12Resource* (+0, 4byte)  st.0 = 値  /  値 = st.0   (lpoke/lpeek も可)
; pDstResource : ID3D12Resource* (+4, 4byte)  st.1 = 値  /  値 = st.1   (lpoke/lpeek も可)
; SubresourceCount : DWORD (+8, 4byte)  st.2 = 値  /  値 = st.2   (lpoke/lpeek も可)
; pSubresourceParameters : D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_SUBRESOURCE_PARAMETERS* (+12, 4byte)  varptr(st)+12 を基点に操作(4byte:入れ子/配列)
; Format : DXGI_FORMAT (+16, 4byte)  st.4 = 値  /  値 = st.4   (lpoke/lpeek も可)
; ResolveMode : D3D12_RESOLVE_MODE (+20, 4byte)  st.5 = 値  /  値 = st.5   (lpoke/lpeek も可)
; PreserveResolveSource : BOOL (+24, 4byte)  st.6 = 値  /  値 = st.6   (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。
; 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_ENDING_ACCESS_RESOLVE_PARAMETERS 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)
; pSrcResource : ID3D12Resource* (+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
; pDstResource : ID3D12Resource* (+8, 8byte)  qpoke st,8,値 / qpeek(st,8)  ※IronHSPのみ。3.7/3.8は lpoke st,8,下位 : lpoke st,12,上位
; SubresourceCount : DWORD (+16, 4byte)  st.4 = 値  /  値 = st.4   (lpoke/lpeek も可)
; pSubresourceParameters : D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_SUBRESOURCE_PARAMETERS* (+24, 8byte)  varptr(st)+24 を基点に操作(8byte:入れ子/配列)
; Format : DXGI_FORMAT (+32, 4byte)  st.8 = 値  /  値 = st.8   (lpoke/lpeek も可)
; ResolveMode : D3D12_RESOLVE_MODE (+36, 4byte)  st.9 = 値  /  値 = st.9   (lpoke/lpeek も可)
; PreserveResolveSource : BOOL (+40, 4byte)  st.10 = 値  /  値 = st.10   (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_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS
    #field intptr pSrcResource
    #field intptr pDstResource
    #field int SubresourceCount
    #field intptr pSubresourceParameters
    #field int Format
    #field int ResolveMode
    #field bool PreserveResolveSource
#endstruct

stdim st, D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS        ; NSTRUCT 変数を確保
st->SubresourceCount = 100
mes "SubresourceCount=" + st->SubresourceCount