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D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS
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 |
|---|---|---|---|---|---|
| pSrcResource | ID3D12Resource* | 8/4 | +0 | +0 | 解決元リソースへのポインター。 |
| pDstResource | ID3D12Resource* | 8/4 | +8 | +4 | 解決先リソースへのポインター。 |
| SubresourceCount | DWORD | 4 | +16 | +8 | サブリソースパラメーター配列の要素数。 |
| pSubresourceParameters | D3D12_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。 |
| Format | DXGI_FORMAT | 4 | +32 | +16 | 解決結果のフォーマット(DXGI_FORMAT)。 |
| ResolveMode | D3D12_RESOLVE_MODE | 4 | +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。 |
| PreserveResolveSource | BOOL | 4 | +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 Structureimport 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: int32struct 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