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D3DDEVINFO_D3D9INTERFACETIMINGS

構造体
サイズx64: 20 バイト / x86: 20 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
WaitingForGPUToUseApplicationResourceTimePercentFLOAT4+0+0アプリリソースのGPU使用待ち時間の割合(パーセント)。
WaitingForGPUToAcceptMoreCommandsTimePercentFLOAT4+4+4GPUのコマンド受付待ち時間の割合(パーセント)。
WaitingForGPUToStayWithinLatencyTimePercentFLOAT4+8+8レイテンシ維持のためのGPU待ち時間の割合(パーセント)。
WaitingForGPUExclusiveResourceTimePercentFLOAT4+12+12GPU排他リソースの待ち時間の割合(パーセント)。
WaitingForGPUOtherTimePercentFLOAT4+16+16その他のGPU待ち時間の割合(パーセント)。

各言語での定義

#include <windows.h>

// D3DDEVINFO_D3D9INTERFACETIMINGS  (x64 20 / x86 20 バイト)
typedef struct D3DDEVINFO_D3D9INTERFACETIMINGS {
    FLOAT WaitingForGPUToUseApplicationResourceTimePercent;
    FLOAT WaitingForGPUToAcceptMoreCommandsTimePercent;
    FLOAT WaitingForGPUToStayWithinLatencyTimePercent;
    FLOAT WaitingForGPUExclusiveResourceTimePercent;
    FLOAT WaitingForGPUOtherTimePercent;
} D3DDEVINFO_D3D9INTERFACETIMINGS;
using System;
using System.Runtime.InteropServices;

[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3DDEVINFO_D3D9INTERFACETIMINGS
{
    public float WaitingForGPUToUseApplicationResourceTimePercent;
    public float WaitingForGPUToAcceptMoreCommandsTimePercent;
    public float WaitingForGPUToStayWithinLatencyTimePercent;
    public float WaitingForGPUExclusiveResourceTimePercent;
    public float WaitingForGPUOtherTimePercent;
}
Imports System.Runtime.InteropServices

<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3DDEVINFO_D3D9INTERFACETIMINGS
    Public WaitingForGPUToUseApplicationResourceTimePercent As Single
    Public WaitingForGPUToAcceptMoreCommandsTimePercent As Single
    Public WaitingForGPUToStayWithinLatencyTimePercent As Single
    Public WaitingForGPUExclusiveResourceTimePercent As Single
    Public WaitingForGPUOtherTimePercent As Single
End Structure
import ctypes
from ctypes import wintypes

class D3DDEVINFO_D3D9INTERFACETIMINGS(ctypes.Structure):
    _fields_ = [
        ("WaitingForGPUToUseApplicationResourceTimePercent", ctypes.c_float),
        ("WaitingForGPUToAcceptMoreCommandsTimePercent", ctypes.c_float),
        ("WaitingForGPUToStayWithinLatencyTimePercent", ctypes.c_float),
        ("WaitingForGPUExclusiveResourceTimePercent", ctypes.c_float),
        ("WaitingForGPUOtherTimePercent", ctypes.c_float),
    ]
#[repr(C)]
pub struct D3DDEVINFO_D3D9INTERFACETIMINGS {
    pub WaitingForGPUToUseApplicationResourceTimePercent: f32,
    pub WaitingForGPUToAcceptMoreCommandsTimePercent: f32,
    pub WaitingForGPUToStayWithinLatencyTimePercent: f32,
    pub WaitingForGPUExclusiveResourceTimePercent: f32,
    pub WaitingForGPUOtherTimePercent: f32,
}
import "golang.org/x/sys/windows"

type D3DDEVINFO_D3D9INTERFACETIMINGS struct {
	WaitingForGPUToUseApplicationResourceTimePercent float32
	WaitingForGPUToAcceptMoreCommandsTimePercent float32
	WaitingForGPUToStayWithinLatencyTimePercent float32
	WaitingForGPUExclusiveResourceTimePercent float32
	WaitingForGPUOtherTimePercent float32
}
type
  D3DDEVINFO_D3D9INTERFACETIMINGS = record
    WaitingForGPUToUseApplicationResourceTimePercent: Single;
    WaitingForGPUToAcceptMoreCommandsTimePercent: Single;
    WaitingForGPUToStayWithinLatencyTimePercent: Single;
    WaitingForGPUExclusiveResourceTimePercent: Single;
    WaitingForGPUOtherTimePercent: Single;
  end;
const D3DDEVINFO_D3D9INTERFACETIMINGS = extern struct {
    WaitingForGPUToUseApplicationResourceTimePercent: f32,
    WaitingForGPUToAcceptMoreCommandsTimePercent: f32,
    WaitingForGPUToStayWithinLatencyTimePercent: f32,
    WaitingForGPUExclusiveResourceTimePercent: f32,
    WaitingForGPUOtherTimePercent: f32,
};
type
  D3DDEVINFO_D3D9INTERFACETIMINGS {.bycopy.} = object
    WaitingForGPUToUseApplicationResourceTimePercent: float32
    WaitingForGPUToAcceptMoreCommandsTimePercent: float32
    WaitingForGPUToStayWithinLatencyTimePercent: float32
    WaitingForGPUExclusiveResourceTimePercent: float32
    WaitingForGPUOtherTimePercent: float32
struct D3DDEVINFO_D3D9INTERFACETIMINGS
{
    float WaitingForGPUToUseApplicationResourceTimePercent;
    float WaitingForGPUToAcceptMoreCommandsTimePercent;
    float WaitingForGPUToStayWithinLatencyTimePercent;
    float WaitingForGPUExclusiveResourceTimePercent;
    float WaitingForGPUOtherTimePercent;
}

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)
; D3DDEVINFO_D3D9INTERFACETIMINGS サイズ: 20 バイト(x64)
dim st, 5    ; 4byte整数×5(構造体サイズ 20 / 4 切り上げ)
; WaitingForGPUToUseApplicationResourceTimePercent : FLOAT (+0, 4byte)  st.0 = 値  /  値 = st.0   (lpoke/lpeek も可)
; WaitingForGPUToAcceptMoreCommandsTimePercent : FLOAT (+4, 4byte)  st.1 = 値  /  値 = st.1   (lpoke/lpeek も可)
; WaitingForGPUToStayWithinLatencyTimePercent : FLOAT (+8, 4byte)  st.2 = 値  /  値 = st.2   (lpoke/lpeek も可)
; WaitingForGPUExclusiveResourceTimePercent : FLOAT (+12, 4byte)  st.3 = 値  /  値 = st.3   (lpoke/lpeek も可)
; WaitingForGPUOtherTimePercent : FLOAT (+16, 4byte)  st.4 = 値  /  値 = st.4   (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 D3DDEVINFO_D3D9INTERFACETIMINGS
    #field float WaitingForGPUToUseApplicationResourceTimePercent
    #field float WaitingForGPUToAcceptMoreCommandsTimePercent
    #field float WaitingForGPUToStayWithinLatencyTimePercent
    #field float WaitingForGPUExclusiveResourceTimePercent
    #field float WaitingForGPUOtherTimePercent
#endstruct

stdim st, D3DDEVINFO_D3D9INTERFACETIMINGS        ; NSTRUCT 変数を確保
st->WaitingForGPUToUseApplicationResourceTimePercent = 100
mes "WaitingForGPUToUseApplicationResourceTimePercent=" + st->WaitingForGPUToUseApplicationResourceTimePercent