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D3D12_VIDEO_PROCESS_INPUT_STREAM

構造体
サイズx64: 64 バイト / x86: 32 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
pTexture2DID3D12Resource*8/4+0+0入力フレームのテクスチャ(ID3D12Resource)へのポインタ。
SubresourceDWORD4+8+4入力テクスチャのサブリソースインデックス。
ReferenceSetD3D12_VIDEO_PROCESS_REFERENCE_SET48/24+16+8デインターレース等に用いる参照フレーム集合D3D12_VIDEO_PROCESS_REFERENCE_SET。

各言語での定義

#include <windows.h>

// D3D12_VIDEO_PROCESS_REFERENCE_SET  (x64 48 / x86 24 バイト)
typedef struct D3D12_VIDEO_PROCESS_REFERENCE_SET {
    DWORD NumPastFrames;
    ID3D12Resource** ppPastFrames;
    DWORD* pPastSubresources;
    DWORD NumFutureFrames;
    ID3D12Resource** ppFutureFrames;
    DWORD* pFutureSubresources;
} D3D12_VIDEO_PROCESS_REFERENCE_SET;

// D3D12_VIDEO_PROCESS_INPUT_STREAM  (x64 64 / x86 32 バイト)
typedef struct D3D12_VIDEO_PROCESS_INPUT_STREAM {
    ID3D12Resource* pTexture2D;
    DWORD Subresource;
    D3D12_VIDEO_PROCESS_REFERENCE_SET ReferenceSet;
} D3D12_VIDEO_PROCESS_INPUT_STREAM;
using System;
using System.Runtime.InteropServices;

[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D12_VIDEO_PROCESS_REFERENCE_SET
{
    public uint NumPastFrames;
    public IntPtr ppPastFrames;
    public IntPtr pPastSubresources;
    public uint NumFutureFrames;
    public IntPtr ppFutureFrames;
    public IntPtr pFutureSubresources;
}

[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D12_VIDEO_PROCESS_INPUT_STREAM
{
    public IntPtr pTexture2D;
    public uint Subresource;
    public D3D12_VIDEO_PROCESS_REFERENCE_SET ReferenceSet;
}
Imports System.Runtime.InteropServices

<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D12_VIDEO_PROCESS_REFERENCE_SET
    Public NumPastFrames As UInteger
    Public ppPastFrames As IntPtr
    Public pPastSubresources As IntPtr
    Public NumFutureFrames As UInteger
    Public ppFutureFrames As IntPtr
    Public pFutureSubresources As IntPtr
End Structure

<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D12_VIDEO_PROCESS_INPUT_STREAM
    Public pTexture2D As IntPtr
    Public Subresource As UInteger
    Public ReferenceSet As D3D12_VIDEO_PROCESS_REFERENCE_SET
End Structure
import ctypes
from ctypes import wintypes

class D3D12_VIDEO_PROCESS_REFERENCE_SET(ctypes.Structure):
    _fields_ = [
        ("NumPastFrames", wintypes.DWORD),
        ("ppPastFrames", ctypes.c_void_p),
        ("pPastSubresources", ctypes.c_void_p),
        ("NumFutureFrames", wintypes.DWORD),
        ("ppFutureFrames", ctypes.c_void_p),
        ("pFutureSubresources", ctypes.c_void_p),
    ]

class D3D12_VIDEO_PROCESS_INPUT_STREAM(ctypes.Structure):
    _fields_ = [
        ("pTexture2D", ctypes.c_void_p),
        ("Subresource", wintypes.DWORD),
        ("ReferenceSet", D3D12_VIDEO_PROCESS_REFERENCE_SET),
    ]
#[repr(C)]
pub struct D3D12_VIDEO_PROCESS_REFERENCE_SET {
    pub NumPastFrames: u32,
    pub ppPastFrames: *mut core::ffi::c_void,
    pub pPastSubresources: *mut core::ffi::c_void,
    pub NumFutureFrames: u32,
    pub ppFutureFrames: *mut core::ffi::c_void,
    pub pFutureSubresources: *mut core::ffi::c_void,
}

#[repr(C)]
pub struct D3D12_VIDEO_PROCESS_INPUT_STREAM {
    pub pTexture2D: *mut core::ffi::c_void,
    pub Subresource: u32,
    pub ReferenceSet: D3D12_VIDEO_PROCESS_REFERENCE_SET,
}
import "golang.org/x/sys/windows"

type D3D12_VIDEO_PROCESS_REFERENCE_SET struct {
	NumPastFrames uint32
	ppPastFrames uintptr
	pPastSubresources uintptr
	NumFutureFrames uint32
	ppFutureFrames uintptr
	pFutureSubresources uintptr
}

type D3D12_VIDEO_PROCESS_INPUT_STREAM struct {
	pTexture2D uintptr
	Subresource uint32
	ReferenceSet D3D12_VIDEO_PROCESS_REFERENCE_SET
}
type
  D3D12_VIDEO_PROCESS_REFERENCE_SET = record
    NumPastFrames: DWORD;
    ppPastFrames: Pointer;
    pPastSubresources: Pointer;
    NumFutureFrames: DWORD;
    ppFutureFrames: Pointer;
    pFutureSubresources: Pointer;
  end;

  D3D12_VIDEO_PROCESS_INPUT_STREAM = record
    pTexture2D: Pointer;
    Subresource: DWORD;
    ReferenceSet: D3D12_VIDEO_PROCESS_REFERENCE_SET;
  end;
const D3D12_VIDEO_PROCESS_REFERENCE_SET = extern struct {
    NumPastFrames: u32,
    ppPastFrames: ?*anyopaque,
    pPastSubresources: ?*anyopaque,
    NumFutureFrames: u32,
    ppFutureFrames: ?*anyopaque,
    pFutureSubresources: ?*anyopaque,
};

const D3D12_VIDEO_PROCESS_INPUT_STREAM = extern struct {
    pTexture2D: ?*anyopaque,
    Subresource: u32,
    ReferenceSet: D3D12_VIDEO_PROCESS_REFERENCE_SET,
};
type
  D3D12_VIDEO_PROCESS_REFERENCE_SET {.bycopy.} = object
    NumPastFrames: uint32
    ppPastFrames: pointer
    pPastSubresources: pointer
    NumFutureFrames: uint32
    ppFutureFrames: pointer
    pFutureSubresources: pointer

  D3D12_VIDEO_PROCESS_INPUT_STREAM {.bycopy.} = object
    pTexture2D: pointer
    Subresource: uint32
    ReferenceSet: D3D12_VIDEO_PROCESS_REFERENCE_SET
struct D3D12_VIDEO_PROCESS_REFERENCE_SET
{
    uint NumPastFrames;
    void* ppPastFrames;
    void* pPastSubresources;
    uint NumFutureFrames;
    void* ppFutureFrames;
    void* pFutureSubresources;
}

struct D3D12_VIDEO_PROCESS_INPUT_STREAM
{
    void* pTexture2D;
    uint Subresource;
    D3D12_VIDEO_PROCESS_REFERENCE_SET ReferenceSet;
}

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_VIDEO_PROCESS_INPUT_STREAM サイズ: 32 バイト(x86)
dim st, 8    ; 4byte整数×8(構造体サイズ 32 / 4 切り上げ)
; pTexture2D : ID3D12Resource* (+0, 4byte)  st.0 = 値  /  値 = st.0   (lpoke/lpeek も可)
; Subresource : DWORD (+4, 4byte)  st.1 = 値  /  値 = st.1   (lpoke/lpeek も可)
; ReferenceSet : D3D12_VIDEO_PROCESS_REFERENCE_SET (+8, 24byte)  varptr(st)+8 を基点に操作(24byte: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_VIDEO_PROCESS_INPUT_STREAM サイズ: 64 バイト(x64)
dim st, 16    ; 4byte整数×16(構造体サイズ 64 / 4 切り上げ)
; pTexture2D : 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
; Subresource : DWORD (+8, 4byte)  st.2 = 値  /  値 = st.2   (lpoke/lpeek も可)
; ReferenceSet : D3D12_VIDEO_PROCESS_REFERENCE_SET (+16, 48byte)  varptr(st)+16 を基点に操作(48byte: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_VIDEO_PROCESS_REFERENCE_SET
    #field int NumPastFrames
    #field intptr ppPastFrames
    #field intptr pPastSubresources
    #field int NumFutureFrames
    #field intptr ppFutureFrames
    #field intptr pFutureSubresources
#endstruct

#defstruct global D3D12_VIDEO_PROCESS_INPUT_STREAM
    #field intptr pTexture2D
    #field int Subresource
    #field D3D12_VIDEO_PROCESS_REFERENCE_SET ReferenceSet
#endstruct

stdim st, D3D12_VIDEO_PROCESS_INPUT_STREAM        ; NSTRUCT 変数を確保
st->Subresource = 100
mes "Subresource=" + st->Subresource