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D3D12_STATIC_SAMPLER_DESC1

構造体
サイズx64: 56 バイト / x86: 56 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
FilterD3D12_FILTER4+0+0サンプリングフィルタの種別。ポイント・リニア・異方性等を指定する。
AddressUD3D12_TEXTURE_ADDRESS_MODE4+4+4U(横)方向のテクスチャアドレスモード。
AddressVD3D12_TEXTURE_ADDRESS_MODE4+8+8V(縦)方向のテクスチャアドレスモード。
AddressWD3D12_TEXTURE_ADDRESS_MODE4+12+12W(奥行)方向のテクスチャアドレスモード。
MipLODBiasFLOAT4+16+16ミップLODに加算するバイアス値。
MaxAnisotropyDWORD4+20+20異方性フィルタの最大異方度。1〜16。
ComparisonFuncD3D12_COMPARISON_FUNC4+24+24比較サンプリング時の比較関数。
BorderColorD3D12_STATIC_BORDER_COLOR4+28+28境界アドレスモード時の境界色。事前定義色から選ぶ列挙値。
MinLODFLOAT4+32+32アクセス可能な最小ミップLOD。
MaxLODFLOAT4+36+36アクセス可能な最大ミップLOD。FLT_MAXで上限なし。
ShaderRegisterDWORD4+40+40サンプラーが対応するシェーダーレジスタ番号。
RegisterSpaceDWORD4+44+44シェーダーレジスタ空間の番号。
ShaderVisibilityD3D12_SHADER_VISIBILITY4+48+48このサンプラーが可視となるシェーダーステージ。
FlagsD3D12_SAMPLER_FLAGS4+52+52サンプラーのフラグ。非正規化座標などのオプションを指定する。

各言語での定義

#include <windows.h>

// D3D12_STATIC_SAMPLER_DESC1  (x64 56 / x86 56 バイト)
typedef struct D3D12_STATIC_SAMPLER_DESC1 {
    D3D12_FILTER Filter;
    D3D12_TEXTURE_ADDRESS_MODE AddressU;
    D3D12_TEXTURE_ADDRESS_MODE AddressV;
    D3D12_TEXTURE_ADDRESS_MODE AddressW;
    FLOAT MipLODBias;
    DWORD MaxAnisotropy;
    D3D12_COMPARISON_FUNC ComparisonFunc;
    D3D12_STATIC_BORDER_COLOR BorderColor;
    FLOAT MinLOD;
    FLOAT MaxLOD;
    DWORD ShaderRegister;
    DWORD RegisterSpace;
    D3D12_SHADER_VISIBILITY ShaderVisibility;
    D3D12_SAMPLER_FLAGS Flags;
} D3D12_STATIC_SAMPLER_DESC1;
using System;
using System.Runtime.InteropServices;

[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D12_STATIC_SAMPLER_DESC1
{
    public int Filter;
    public int AddressU;
    public int AddressV;
    public int AddressW;
    public float MipLODBias;
    public uint MaxAnisotropy;
    public int ComparisonFunc;
    public int BorderColor;
    public float MinLOD;
    public float MaxLOD;
    public uint ShaderRegister;
    public uint RegisterSpace;
    public int ShaderVisibility;
    public int Flags;
}
Imports System.Runtime.InteropServices

<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D12_STATIC_SAMPLER_DESC1
    Public Filter As Integer
    Public AddressU As Integer
    Public AddressV As Integer
    Public AddressW As Integer
    Public MipLODBias As Single
    Public MaxAnisotropy As UInteger
    Public ComparisonFunc As Integer
    Public BorderColor As Integer
    Public MinLOD As Single
    Public MaxLOD As Single
    Public ShaderRegister As UInteger
    Public RegisterSpace As UInteger
    Public ShaderVisibility As Integer
    Public Flags As Integer
End Structure
import ctypes
from ctypes import wintypes

class D3D12_STATIC_SAMPLER_DESC1(ctypes.Structure):
    _fields_ = [
        ("Filter", ctypes.c_int),
        ("AddressU", ctypes.c_int),
        ("AddressV", ctypes.c_int),
        ("AddressW", ctypes.c_int),
        ("MipLODBias", ctypes.c_float),
        ("MaxAnisotropy", wintypes.DWORD),
        ("ComparisonFunc", ctypes.c_int),
        ("BorderColor", ctypes.c_int),
        ("MinLOD", ctypes.c_float),
        ("MaxLOD", ctypes.c_float),
        ("ShaderRegister", wintypes.DWORD),
        ("RegisterSpace", wintypes.DWORD),
        ("ShaderVisibility", ctypes.c_int),
        ("Flags", ctypes.c_int),
    ]
#[repr(C)]
pub struct D3D12_STATIC_SAMPLER_DESC1 {
    pub Filter: i32,
    pub AddressU: i32,
    pub AddressV: i32,
    pub AddressW: i32,
    pub MipLODBias: f32,
    pub MaxAnisotropy: u32,
    pub ComparisonFunc: i32,
    pub BorderColor: i32,
    pub MinLOD: f32,
    pub MaxLOD: f32,
    pub ShaderRegister: u32,
    pub RegisterSpace: u32,
    pub ShaderVisibility: i32,
    pub Flags: i32,
}
import "golang.org/x/sys/windows"

type D3D12_STATIC_SAMPLER_DESC1 struct {
	Filter int32
	AddressU int32
	AddressV int32
	AddressW int32
	MipLODBias float32
	MaxAnisotropy uint32
	ComparisonFunc int32
	BorderColor int32
	MinLOD float32
	MaxLOD float32
	ShaderRegister uint32
	RegisterSpace uint32
	ShaderVisibility int32
	Flags int32
}
type
  D3D12_STATIC_SAMPLER_DESC1 = record
    Filter: Integer;
    AddressU: Integer;
    AddressV: Integer;
    AddressW: Integer;
    MipLODBias: Single;
    MaxAnisotropy: DWORD;
    ComparisonFunc: Integer;
    BorderColor: Integer;
    MinLOD: Single;
    MaxLOD: Single;
    ShaderRegister: DWORD;
    RegisterSpace: DWORD;
    ShaderVisibility: Integer;
    Flags: Integer;
  end;
const D3D12_STATIC_SAMPLER_DESC1 = extern struct {
    Filter: i32,
    AddressU: i32,
    AddressV: i32,
    AddressW: i32,
    MipLODBias: f32,
    MaxAnisotropy: u32,
    ComparisonFunc: i32,
    BorderColor: i32,
    MinLOD: f32,
    MaxLOD: f32,
    ShaderRegister: u32,
    RegisterSpace: u32,
    ShaderVisibility: i32,
    Flags: i32,
};
type
  D3D12_STATIC_SAMPLER_DESC1 {.bycopy.} = object
    Filter: int32
    AddressU: int32
    AddressV: int32
    AddressW: int32
    MipLODBias: float32
    MaxAnisotropy: uint32
    ComparisonFunc: int32
    BorderColor: int32
    MinLOD: float32
    MaxLOD: float32
    ShaderRegister: uint32
    RegisterSpace: uint32
    ShaderVisibility: int32
    Flags: int32
struct D3D12_STATIC_SAMPLER_DESC1
{
    int Filter;
    int AddressU;
    int AddressV;
    int AddressW;
    float MipLODBias;
    uint MaxAnisotropy;
    int ComparisonFunc;
    int BorderColor;
    float MinLOD;
    float MaxLOD;
    uint ShaderRegister;
    uint RegisterSpace;
    int ShaderVisibility;
    int Flags;
}

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_STATIC_SAMPLER_DESC1 サイズ: 56 バイト(x64)
dim st, 14    ; 4byte整数×14(構造体サイズ 56 / 4 切り上げ)
; Filter : D3D12_FILTER (+0, 4byte)  st.0 = 値  /  値 = st.0   (lpoke/lpeek も可)
; AddressU : D3D12_TEXTURE_ADDRESS_MODE (+4, 4byte)  st.1 = 値  /  値 = st.1   (lpoke/lpeek も可)
; AddressV : D3D12_TEXTURE_ADDRESS_MODE (+8, 4byte)  st.2 = 値  /  値 = st.2   (lpoke/lpeek も可)
; AddressW : D3D12_TEXTURE_ADDRESS_MODE (+12, 4byte)  st.3 = 値  /  値 = st.3   (lpoke/lpeek も可)
; MipLODBias : FLOAT (+16, 4byte)  st.4 = 値  /  値 = st.4   (lpoke/lpeek も可)
; MaxAnisotropy : DWORD (+20, 4byte)  st.5 = 値  /  値 = st.5   (lpoke/lpeek も可)
; ComparisonFunc : D3D12_COMPARISON_FUNC (+24, 4byte)  st.6 = 値  /  値 = st.6   (lpoke/lpeek も可)
; BorderColor : D3D12_STATIC_BORDER_COLOR (+28, 4byte)  st.7 = 値  /  値 = st.7   (lpoke/lpeek も可)
; MinLOD : FLOAT (+32, 4byte)  st.8 = 値  /  値 = st.8   (lpoke/lpeek も可)
; MaxLOD : FLOAT (+36, 4byte)  st.9 = 値  /  値 = st.9   (lpoke/lpeek も可)
; ShaderRegister : DWORD (+40, 4byte)  st.10 = 値  /  値 = st.10   (lpoke/lpeek も可)
; RegisterSpace : DWORD (+44, 4byte)  st.11 = 値  /  値 = st.11   (lpoke/lpeek も可)
; ShaderVisibility : D3D12_SHADER_VISIBILITY (+48, 4byte)  st.12 = 値  /  値 = st.12   (lpoke/lpeek も可)
; Flags : D3D12_SAMPLER_FLAGS (+52, 4byte)  st.13 = 値  /  値 = st.13   (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_STATIC_SAMPLER_DESC1
    #field int Filter
    #field int AddressU
    #field int AddressV
    #field int AddressW
    #field float MipLODBias
    #field int MaxAnisotropy
    #field int ComparisonFunc
    #field int BorderColor
    #field float MinLOD
    #field float MaxLOD
    #field int ShaderRegister
    #field int RegisterSpace
    #field int ShaderVisibility
    #field int Flags
#endstruct

stdim st, D3D12_STATIC_SAMPLER_DESC1        ; NSTRUCT 変数を確保
st->Filter = 100
mes "Filter=" + st->Filter