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D3D12_VIDEO_PROCESS_TRANSFORM
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 |
|---|---|---|---|---|---|
| SourceRectangle | RECT | 16 | +0 | +0 | ソースから切り出す矩形を示すRECT。 |
| DestinationRectangle | RECT | 16 | +16 | +16 | 出力先での配置矩形を示すRECT。 |
| Orientation | D3D12_VIDEO_PROCESS_ORIENTATION | 4 | +32 | +32 | 適用する回転/反転を示すD3D12_VIDEO_PROCESS_ORIENTATION。 |
各言語での定義
#include <windows.h>
// RECT (x64 16 / x86 16 バイト)
typedef struct RECT {
INT left;
INT top;
INT right;
INT bottom;
} RECT;
// D3D12_VIDEO_PROCESS_TRANSFORM (x64 36 / x86 36 バイト)
typedef struct D3D12_VIDEO_PROCESS_TRANSFORM {
RECT SourceRectangle;
RECT DestinationRectangle;
D3D12_VIDEO_PROCESS_ORIENTATION Orientation;
} D3D12_VIDEO_PROCESS_TRANSFORM;using System;
using System.Runtime.InteropServices;
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct RECT
{
public int left;
public int top;
public int right;
public int bottom;
}
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D3D12_VIDEO_PROCESS_TRANSFORM
{
public RECT SourceRectangle;
public RECT DestinationRectangle;
public int Orientation;
}Imports System.Runtime.InteropServices
<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure RECT
Public left As Integer
Public top As Integer
Public right As Integer
Public bottom As Integer
End Structure
<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D3D12_VIDEO_PROCESS_TRANSFORM
Public SourceRectangle As RECT
Public DestinationRectangle As RECT
Public Orientation As Integer
End Structureimport ctypes
from ctypes import wintypes
class RECT(ctypes.Structure):
_fields_ = [
("left", ctypes.c_int),
("top", ctypes.c_int),
("right", ctypes.c_int),
("bottom", ctypes.c_int),
]
class D3D12_VIDEO_PROCESS_TRANSFORM(ctypes.Structure):
_fields_ = [
("SourceRectangle", RECT),
("DestinationRectangle", RECT),
("Orientation", ctypes.c_int),
]#[repr(C)]
pub struct RECT {
pub left: i32,
pub top: i32,
pub right: i32,
pub bottom: i32,
}
#[repr(C)]
pub struct D3D12_VIDEO_PROCESS_TRANSFORM {
pub SourceRectangle: RECT,
pub DestinationRectangle: RECT,
pub Orientation: i32,
}import "golang.org/x/sys/windows"
type RECT struct {
left int32
top int32
right int32
bottom int32
}
type D3D12_VIDEO_PROCESS_TRANSFORM struct {
SourceRectangle RECT
DestinationRectangle RECT
Orientation int32
}type
RECT = record
left: Integer;
top: Integer;
right: Integer;
bottom: Integer;
end;
D3D12_VIDEO_PROCESS_TRANSFORM = record
SourceRectangle: RECT;
DestinationRectangle: RECT;
Orientation: Integer;
end;const RECT = extern struct {
left: i32,
top: i32,
right: i32,
bottom: i32,
};
const D3D12_VIDEO_PROCESS_TRANSFORM = extern struct {
SourceRectangle: RECT,
DestinationRectangle: RECT,
Orientation: i32,
};type
RECT {.bycopy.} = object
left: int32
top: int32
right: int32
bottom: int32
D3D12_VIDEO_PROCESS_TRANSFORM {.bycopy.} = object
SourceRectangle: RECT
DestinationRectangle: RECT
Orientation: int32struct RECT
{
int left;
int top;
int right;
int bottom;
}
struct D3D12_VIDEO_PROCESS_TRANSFORM
{
RECT SourceRectangle;
RECT DestinationRectangle;
int Orientation;
}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_VIDEO_PROCESS_TRANSFORM サイズ: 36 バイト(x64)
dim st, 9 ; 4byte整数×9(構造体サイズ 36 / 4 切り上げ)
; SourceRectangle : RECT (+0, 16byte) varptr(st)+0 を基点に操作(16byte:入れ子/配列)
; DestinationRectangle : RECT (+16, 16byte) varptr(st)+16 を基点に操作(16byte:入れ子/配列)
; Orientation : D3D12_VIDEO_PROCESS_ORIENTATION (+32, 4byte) st.8 = 値 / 値 = st.8 (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。
; ※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 RECT
#field int left
#field int top
#field int right
#field int bottom
#endstruct
#defstruct global D3D12_VIDEO_PROCESS_TRANSFORM
#field RECT SourceRectangle
#field RECT DestinationRectangle
#field int Orientation
#endstruct
stdim st, D3D12_VIDEO_PROCESS_TRANSFORM ; NSTRUCT 変数を確保
st->Orientation = 100
mes "Orientation=" + st->Orientation