ReleaseExclusiveCpuSets
関数確保した専有CPUセットを解放する。
シグネチャ
// api-ms-win-gaming-expandedresources-l1-1-0.dll
#include <windows.h>
HRESULT ReleaseExclusiveCpuSets(void);パラメーターなし。戻り値: HRESULT
各言語での呼び出し定義
// api-ms-win-gaming-expandedresources-l1-1-0.dll
#include <windows.h>
HRESULT ReleaseExclusiveCpuSets(void);[DllImport("api-ms-win-gaming-expandedresources-l1-1-0.dll", ExactSpelling = true)]
static extern int ReleaseExclusiveCpuSets();<DllImport("api-ms-win-gaming-expandedresources-l1-1-0.dll", ExactSpelling:=True)>
Public Shared Function ReleaseExclusiveCpuSets() As Integer
End FunctionDeclare PtrSafe Function ReleaseExclusiveCpuSets Lib "api-ms-win-gaming-expandedresources-l1-1-0" () As Long
' VBA7前提(PtrSafe)。32bit Office では LongPtr→Long。Integer=16bit / Long=32bit / LongLong=64bit。import ctypes
from ctypes import wintypes
ReleaseExclusiveCpuSets = ctypes.windll.LoadLibrary("api-ms-win-gaming-expandedresources-l1-1-0.dll").ReleaseExclusiveCpuSets
ReleaseExclusiveCpuSets.restype = ctypes.c_int
ReleaseExclusiveCpuSets.argtypes = []require 'fiddle'
require 'fiddle/import'
lib = Fiddle.dlopen('api-ms-win-gaming-expandedresources-l1-1-0.dll')
ReleaseExclusiveCpuSets = Fiddle::Function.new(
lib['ReleaseExclusiveCpuSets'],
[],
Fiddle::TYPE_INT)#[link(name = "api-ms-win-gaming-expandedresources-l1-1-0")]
extern "system" {
fn ReleaseExclusiveCpuSets() -> i32;
}
// crates: windows-sys provides ready-made bindings for this API.$sig = @"
[DllImport("api-ms-win-gaming-expandedresources-l1-1-0.dll")]
public static extern int ReleaseExclusiveCpuSets();
"@
$api = Add-Type -MemberDefinition $sig -Name 'api-ms-win-gaming-expandedresources-l1-1-0_ReleaseExclusiveCpuSets' -Namespace Win32 -PassThru
# $api::ReleaseExclusiveCpuSets()#uselib "api-ms-win-gaming-expandedresources-l1-1-0.dll"
#func global ReleaseExclusiveCpuSets "ReleaseExclusiveCpuSets"
; ReleaseExclusiveCpuSets ; 戻り値は stat
; ※HSP3.7は #func のため戻り値はシステム変数 stat に格納されます。#uselib "api-ms-win-gaming-expandedresources-l1-1-0.dll"
#cfunc global ReleaseExclusiveCpuSets "ReleaseExclusiveCpuSets"
; res = ReleaseExclusiveCpuSets(); HRESULT ReleaseExclusiveCpuSets()
#uselib "api-ms-win-gaming-expandedresources-l1-1-0.dll"
#cfunc global ReleaseExclusiveCpuSets "ReleaseExclusiveCpuSets"
; res = ReleaseExclusiveCpuSets()import (
"golang.org/x/sys/windows"
"unsafe"
)
var (
api_ms_win_gaming_expandedresources_l1_1_0 = windows.NewLazySystemDLL("api-ms-win-gaming-expandedresources-l1-1-0.dll")
procReleaseExclusiveCpuSets = api_ms_win_gaming_expandedresources_l1_1_0.NewProc("ReleaseExclusiveCpuSets")
)
r1, _, err := procReleaseExclusiveCpuSets.Call()
_ = err // syscall.Errno (valid when the call sets last-error)
_ = r1 // HRESULTfunction ReleaseExclusiveCpuSets: Integer; stdcall;
external 'api-ms-win-gaming-expandedresources-l1-1-0.dll' name 'ReleaseExclusiveCpuSets';result := DllCall("api-ms-win-gaming-expandedresources-l1-1-0\ReleaseExclusiveCpuSets", "Int")●ReleaseExclusiveCpuSets() = DLL("api-ms-win-gaming-expandedresources-l1-1-0.dll", "int ReleaseExclusiveCpuSets()")
# 呼び出し: ReleaseExclusiveCpuSets()
# なでしこ1は32bit・ANSI(Shift_JIS)。文字列=char*(ANSI)、ポインタ/ハンドル=void*(4byte)。const std = @import("std");
extern "api-ms-win-gaming-expandedresources-l1-1-0" fn ReleaseExclusiveCpuSets() callconv(std.os.windows.WINAPI) i32;proc ReleaseExclusiveCpuSets(): int32 {.importc: "ReleaseExclusiveCpuSets", stdcall, dynlib: "api-ms-win-gaming-expandedresources-l1-1-0.dll".}pragma(lib, "api-ms-win-gaming-expandedresources-l1-1-0");
extern(Windows)
int ReleaseExclusiveCpuSets();ccall((:ReleaseExclusiveCpuSets, "api-ms-win-gaming-expandedresources-l1-1-0.dll"), stdcall, Int32,
(),
)
# stdcall は 32bit のみ意味を持つ(x64 では無視)。local ffi = require("ffi")
ffi.cdef[[
int32_t ReleaseExclusiveCpuSets(void);
]]
local api-ms-win-gaming-expandedresources-l1-1-0 = ffi.load("api-ms-win-gaming-expandedresources-l1-1-0")
-- api-ms-win-gaming-expandedresources-l1-1-0.ReleaseExclusiveCpuSets()
-- 構造体/GUIDへのポインタは cdef が通るよう void* で表記(実型は各引数コメント参照)。値渡し構造体・enum は対応する typedef を cdef に追加すること。const koffi = require('koffi');
const lib = koffi.load('api-ms-win-gaming-expandedresources-l1-1-0.dll');
const ReleaseExclusiveCpuSets = lib.func('__stdcall', 'ReleaseExclusiveCpuSets', 'int32_t', []);
// ReleaseExclusiveCpuSets()
// 出力ポインタは koffi.out(...) で包む。構造体は koffi.struct で定義。const lib = Deno.dlopen("api-ms-win-gaming-expandedresources-l1-1-0.dll", {
ReleaseExclusiveCpuSets: { parameters: [], result: "i32" },
});
// lib.symbols.ReleaseExclusiveCpuSets()
// 文字列引数は "buffer"(NUL 終端のバイト列を Uint8Array で渡す)。
// 値渡し構造体は { struct: [ ...field types... ] } を使用。<?php
$ffi = FFI::cdef(<<<C
int32_t ReleaseExclusiveCpuSets(void);
C, "api-ms-win-gaming-expandedresources-l1-1-0.dll");
// $ffi->ReleaseExclusiveCpuSets();
// 構造体/GUIDへのポインタは cdef が通るよう void* で表記(実型は各引数コメント参照)。値渡し構造体・enum は対応する typedef を cdef に追加すること。
// WINAPI(stdcall): x64 では呼出規約が統一されるため問題なし。x86 では __stdcall 対応のラッパが必要な場合あり。import com.sun.jna.*;
import com.sun.jna.ptr.*;
import com.sun.jna.win32.StdCallLibrary;
import com.sun.jna.win32.W32APIOptions;
public interface Api-ms-win-gaming-expandedresources-l1-1-0 extends StdCallLibrary {
Api-ms-win-gaming-expandedresources-l1-1-0 INSTANCE = Native.load("api-ms-win-gaming-expandedresources-l1-1-0", Api-ms-win-gaming-expandedresources-l1-1-0.class);
int ReleaseExclusiveCpuSets();
}@[Link("api-ms-win-gaming-expandedresources-l1-1-0")]
lib Libapi-ms-win-gaming-expandedresources-l1-1-0
fun ReleaseExclusiveCpuSets = ReleaseExclusiveCpuSets() : Int32
end
# 構造体/GUID/enum は lib 内に対応する型定義が必要。
# 呼出規約: x64 は規約統一のため OK。x86(32bit)は WINAPI=stdcall だが Crystal の fun に stdcall 付与構文がなく非対応。import 'dart:ffi';
import 'package:ffi/ffi.dart';
typedef ReleaseExclusiveCpuSetsNative = Int32 Function();
typedef ReleaseExclusiveCpuSetsDart = int Function();
final ReleaseExclusiveCpuSets = DynamicLibrary.open('api-ms-win-gaming-expandedresources-l1-1-0.dll')
.lookupFunction<ReleaseExclusiveCpuSetsNative, ReleaseExclusiveCpuSetsDart>('ReleaseExclusiveCpuSets');
// 文字列は package:ffi の "...".toNativeUtf16()/toNativeUtf8() で変換。{$mode objfpc}{$H+}
function ReleaseExclusiveCpuSets: Integer; stdcall;
external 'api-ms-win-gaming-expandedresources-l1-1-0.dll' name 'ReleaseExclusiveCpuSets';import Foreign
import Foreign.C.Types
import Foreign.C.String
foreign import stdcall safe "ReleaseExclusiveCpuSets"
c_ReleaseExclusiveCpuSets :: IO Int32
-- 要 GHC(Windows)。stdcall は x64 では ccall として扱われる。ブロックする API は safe 呼び出し推奨。open Ctypes
open Foreign
let releaseexclusivecpusets =
foreign "ReleaseExclusiveCpuSets"
(void @-> returning int32_t)
(* foreign は cdecl 前提。x64 Windows では WINAPI と一致。構造体は ctypes structure を定義のこと。 *)(cffi:define-foreign-library api-ms-win-gaming-expandedresources-l1-1-0 (t "api-ms-win-gaming-expandedresources-l1-1-0.dll"))
(cffi:use-foreign-library api-ms-win-gaming-expandedresources-l1-1-0)
(cffi:defcfun ("ReleaseExclusiveCpuSets" release-exclusive-cpu-sets :convention :stdcall) :int32)
; isize/usize(INT_PTR/SIZE_T)は x64 前提で :int64/:uint64。x86 では :int32/:uint32。use Win32::API;
my $ReleaseExclusiveCpuSets = Win32::API::More->new('api-ms-win-gaming-expandedresources-l1-1-0',
'int ReleaseExclusiveCpuSets()');
# my $ret = $ReleaseExclusiveCpuSets->Call();
# 値渡し構造体は pack() した文字列、または Win32::API::Struct を使用。