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D3D12_VIDEO_PROCESS_TRANSFORM

構造体
サイズx64: 36 バイト / x86: 36 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
SourceRectangleRECT16+0+0ソースから切り出す矩形を示すRECT。
DestinationRectangleRECT16+16+16出力先での配置矩形を示すRECT。
OrientationD3D12_VIDEO_PROCESS_ORIENTATION4+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 Structure
import 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: int32
struct 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