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D3DDecompressShaders
関数圧縮されたシェーダーデータを展開して個々のシェーダーを取り出す。
シグネチャ
// D3DCOMPILER_47.dll
#include <windows.h>
HRESULT D3DDecompressShaders(
const void* pSrcData,
UINT_PTR SrcDataSize,
DWORD uNumShaders,
DWORD uStartIndex,
DWORD* pIndices, // optional
DWORD uFlags,
ID3DBlob** ppShaders,
DWORD* pTotalShaders // optional
);パラメーター
| 名前 | 型 | 方向 | 説明 |
|---|---|---|---|
| pSrcData | void* | in | 圧縮済みシェーダー群を含むソースデータの先頭ポインター。 |
| SrcDataSize | UINT_PTR | in | pSrcDataが指すソースデータのバイト数を指定する。 |
| uNumShaders | DWORD | in | 展開して取得するシェーダーの個数を指定する。 |
| uStartIndex | DWORD | in | 展開を開始するシェーダーの先頭インデックスを指定する。 |
| pIndices | DWORD* | inoptional | 展開対象シェーダーのインデックス配列。NULLなら連番で展開する。 |
| uFlags | DWORD | in | 展開動作を制御するフラグ。未使用で通常は0を指定する。 |
| ppShaders | ID3DBlob** | out | 展開された各シェーダーのID3DBlobを受け取る配列の出力ポインター。 |
| pTotalShaders | DWORD* | outoptional | 圧縮データ内に含まれる総シェーダー数を受け取る出力先。 |
戻り値の型: HRESULT
各言語での呼び出し定義
// D3DCOMPILER_47.dll
#include <windows.h>
HRESULT D3DDecompressShaders(
const void* pSrcData,
UINT_PTR SrcDataSize,
DWORD uNumShaders,
DWORD uStartIndex,
DWORD* pIndices, // optional
DWORD uFlags,
ID3DBlob** ppShaders,
DWORD* pTotalShaders // optional
);[DllImport("D3DCOMPILER_47.dll", ExactSpelling = true)]
static extern int D3DDecompressShaders(
IntPtr pSrcData, // void*
UIntPtr SrcDataSize, // UINT_PTR
uint uNumShaders, // DWORD
uint uStartIndex, // DWORD
IntPtr pIndices, // DWORD* optional
uint uFlags, // DWORD
IntPtr ppShaders, // ID3DBlob** out
IntPtr pTotalShaders // DWORD* optional, out
);<DllImport("D3DCOMPILER_47.dll", ExactSpelling:=True)>
Public Shared Function D3DDecompressShaders(
pSrcData As IntPtr, ' void*
SrcDataSize As UIntPtr, ' UINT_PTR
uNumShaders As UInteger, ' DWORD
uStartIndex As UInteger, ' DWORD
pIndices As IntPtr, ' DWORD* optional
uFlags As UInteger, ' DWORD
ppShaders As IntPtr, ' ID3DBlob** out
pTotalShaders As IntPtr ' DWORD* optional, out
) As Integer
End Function' pSrcData : void*
' SrcDataSize : UINT_PTR
' uNumShaders : DWORD
' uStartIndex : DWORD
' pIndices : DWORD* optional
' uFlags : DWORD
' ppShaders : ID3DBlob** out
' pTotalShaders : DWORD* optional, out
Declare PtrSafe Function D3DDecompressShaders Lib "d3dcompiler_47" ( _
ByVal pSrcData As LongPtr, _
ByVal SrcDataSize As LongPtr, _
ByVal uNumShaders As Long, _
ByVal uStartIndex As Long, _
ByVal pIndices As LongPtr, _
ByVal uFlags As Long, _
ByVal ppShaders As LongPtr, _
ByVal pTotalShaders As LongPtr) As Long
' VBA7前提(PtrSafe)。32bit Office では LongPtr→Long。Integer=16bit / Long=32bit / LongLong=64bit。import ctypes
from ctypes import wintypes
D3DDecompressShaders = ctypes.windll.d3dcompiler_47.D3DDecompressShaders
D3DDecompressShaders.restype = ctypes.c_int
D3DDecompressShaders.argtypes = [
ctypes.POINTER(None), # pSrcData : void*
ctypes.c_size_t, # SrcDataSize : UINT_PTR
wintypes.DWORD, # uNumShaders : DWORD
wintypes.DWORD, # uStartIndex : DWORD
ctypes.POINTER(wintypes.DWORD), # pIndices : DWORD* optional
wintypes.DWORD, # uFlags : DWORD
ctypes.c_void_p, # ppShaders : ID3DBlob** out
ctypes.POINTER(wintypes.DWORD), # pTotalShaders : DWORD* optional, out
]require 'fiddle'
require 'fiddle/import'
lib = Fiddle.dlopen('D3DCOMPILER_47.dll')
D3DDecompressShaders = Fiddle::Function.new(
lib['D3DDecompressShaders'],
[
Fiddle::TYPE_VOIDP, # pSrcData : void*
Fiddle::TYPE_UINTPTR_T, # SrcDataSize : UINT_PTR
-Fiddle::TYPE_INT, # uNumShaders : DWORD
-Fiddle::TYPE_INT, # uStartIndex : DWORD
Fiddle::TYPE_VOIDP, # pIndices : DWORD* optional
-Fiddle::TYPE_INT, # uFlags : DWORD
Fiddle::TYPE_VOIDP, # ppShaders : ID3DBlob** out
Fiddle::TYPE_VOIDP, # pTotalShaders : DWORD* optional, out
],
Fiddle::TYPE_INT)#[link(name = "d3dcompiler_47")]
extern "system" {
fn D3DDecompressShaders(
pSrcData: *const (), // void*
SrcDataSize: usize, // UINT_PTR
uNumShaders: u32, // DWORD
uStartIndex: u32, // DWORD
pIndices: *mut u32, // DWORD* optional
uFlags: u32, // DWORD
ppShaders: *mut *mut core::ffi::c_void, // ID3DBlob** out
pTotalShaders: *mut u32 // DWORD* optional, out
) -> i32;
}
// crates: windows-sys provides ready-made bindings for this API.$sig = @"
[DllImport("D3DCOMPILER_47.dll")]
public static extern int D3DDecompressShaders(IntPtr pSrcData, UIntPtr SrcDataSize, uint uNumShaders, uint uStartIndex, IntPtr pIndices, uint uFlags, IntPtr ppShaders, IntPtr pTotalShaders);
"@
$api = Add-Type -MemberDefinition $sig -Name 'D3DCOMPILER_47_D3DDecompressShaders' -Namespace Win32 -PassThru
# $api::D3DDecompressShaders(pSrcData, SrcDataSize, uNumShaders, uStartIndex, pIndices, uFlags, ppShaders, pTotalShaders)#uselib "D3DCOMPILER_47.dll"
#func global D3DDecompressShaders "D3DDecompressShaders" sptr, sptr, sptr, sptr, sptr, sptr, sptr, sptr
; D3DDecompressShaders pSrcData, SrcDataSize, uNumShaders, uStartIndex, varptr(pIndices), uFlags, ppShaders, varptr(pTotalShaders) ; 戻り値は stat
; pSrcData : void* -> "sptr"
; SrcDataSize : UINT_PTR -> "sptr"
; uNumShaders : DWORD -> "sptr"
; uStartIndex : DWORD -> "sptr"
; pIndices : DWORD* optional -> "sptr"
; uFlags : DWORD -> "sptr"
; ppShaders : ID3DBlob** out -> "sptr"
; pTotalShaders : DWORD* optional, out -> "sptr"
; ※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。出力引数:
#uselib "D3DCOMPILER_47.dll" #cfunc global D3DDecompressShaders "D3DDecompressShaders" sptr, sptr, int, int, var, int, sptr, var ; res = D3DDecompressShaders(pSrcData, SrcDataSize, uNumShaders, uStartIndex, pIndices, uFlags, ppShaders, pTotalShaders) ; pSrcData : void* -> "sptr" ; SrcDataSize : UINT_PTR -> "sptr" ; uNumShaders : DWORD -> "int" ; uStartIndex : DWORD -> "int" ; pIndices : DWORD* optional -> "var" ; uFlags : DWORD -> "int" ; ppShaders : ID3DBlob** out -> "sptr" ; pTotalShaders : DWORD* optional, out -> "var" ; ※出力/バッファ引数は var 方式(変数を直接渡す)。varptr 方式にも切替可。#uselib "D3DCOMPILER_47.dll" #cfunc global D3DDecompressShaders "D3DDecompressShaders" sptr, sptr, int, int, sptr, int, sptr, sptr ; res = D3DDecompressShaders(pSrcData, SrcDataSize, uNumShaders, uStartIndex, varptr(pIndices), uFlags, ppShaders, varptr(pTotalShaders)) ; pSrcData : void* -> "sptr" ; SrcDataSize : UINT_PTR -> "sptr" ; uNumShaders : DWORD -> "int" ; uStartIndex : DWORD -> "int" ; pIndices : DWORD* optional -> "sptr" ; uFlags : DWORD -> "int" ; ppShaders : ID3DBlob** out -> "sptr" ; pTotalShaders : DWORD* optional, out -> "sptr" ; ※出力/バッファ引数はポインタ方式(token=sptr / 呼び出しは varptr(変数))。
出力引数:
; HRESULT D3DDecompressShaders(void* pSrcData, UINT_PTR SrcDataSize, DWORD uNumShaders, DWORD uStartIndex, DWORD* pIndices, DWORD uFlags, ID3DBlob** ppShaders, DWORD* pTotalShaders) #uselib "D3DCOMPILER_47.dll" #cfunc global D3DDecompressShaders "D3DDecompressShaders" intptr, intptr, int, int, var, int, intptr, var ; res = D3DDecompressShaders(pSrcData, SrcDataSize, uNumShaders, uStartIndex, pIndices, uFlags, ppShaders, pTotalShaders) ; pSrcData : void* -> "intptr" ; SrcDataSize : UINT_PTR -> "intptr" ; uNumShaders : DWORD -> "int" ; uStartIndex : DWORD -> "int" ; pIndices : DWORD* optional -> "var" ; uFlags : DWORD -> "int" ; ppShaders : ID3DBlob** out -> "intptr" ; pTotalShaders : DWORD* optional, out -> "var" ; ※出力/バッファ引数は var 方式(変数を直接渡す)。varptr 方式にも切替可。; HRESULT D3DDecompressShaders(void* pSrcData, UINT_PTR SrcDataSize, DWORD uNumShaders, DWORD uStartIndex, DWORD* pIndices, DWORD uFlags, ID3DBlob** ppShaders, DWORD* pTotalShaders) #uselib "D3DCOMPILER_47.dll" #cfunc global D3DDecompressShaders "D3DDecompressShaders" intptr, intptr, int, int, intptr, int, intptr, intptr ; res = D3DDecompressShaders(pSrcData, SrcDataSize, uNumShaders, uStartIndex, varptr(pIndices), uFlags, ppShaders, varptr(pTotalShaders)) ; pSrcData : void* -> "intptr" ; SrcDataSize : UINT_PTR -> "intptr" ; uNumShaders : DWORD -> "int" ; uStartIndex : DWORD -> "int" ; pIndices : DWORD* optional -> "intptr" ; uFlags : DWORD -> "int" ; ppShaders : ID3DBlob** out -> "intptr" ; pTotalShaders : DWORD* optional, out -> "intptr" ; ※出力/バッファ引数はポインタ方式(token=intptr / 呼び出しは varptr(変数))。
import (
"golang.org/x/sys/windows"
"unsafe"
)
var (
d3dcompiler_47 = windows.NewLazySystemDLL("D3DCOMPILER_47.dll")
procD3DDecompressShaders = d3dcompiler_47.NewProc("D3DDecompressShaders")
)
// pSrcData (void*), SrcDataSize (UINT_PTR), uNumShaders (DWORD), uStartIndex (DWORD), pIndices (DWORD* optional), uFlags (DWORD), ppShaders (ID3DBlob** out), pTotalShaders (DWORD* optional, out)
r1, _, err := procD3DDecompressShaders.Call(
uintptr(pSrcData),
uintptr(SrcDataSize),
uintptr(uNumShaders),
uintptr(uStartIndex),
uintptr(pIndices),
uintptr(uFlags),
uintptr(ppShaders),
uintptr(pTotalShaders),
)
_ = err // syscall.Errno (valid when the call sets last-error)
_ = r1 // HRESULTfunction D3DDecompressShaders(
pSrcData: Pointer; // void*
SrcDataSize: NativeUInt; // UINT_PTR
uNumShaders: DWORD; // DWORD
uStartIndex: DWORD; // DWORD
pIndices: Pointer; // DWORD* optional
uFlags: DWORD; // DWORD
ppShaders: Pointer; // ID3DBlob** out
pTotalShaders: Pointer // DWORD* optional, out
): Integer; stdcall;
external 'D3DCOMPILER_47.dll' name 'D3DDecompressShaders';result := DllCall("D3DCOMPILER_47\D3DDecompressShaders"
, "Ptr", pSrcData ; void*
, "UPtr", SrcDataSize ; UINT_PTR
, "UInt", uNumShaders ; DWORD
, "UInt", uStartIndex ; DWORD
, "Ptr", pIndices ; DWORD* optional
, "UInt", uFlags ; DWORD
, "Ptr", ppShaders ; ID3DBlob** out
, "Ptr", pTotalShaders ; DWORD* optional, out
, "Int") ; return: HRESULT●D3DDecompressShaders(pSrcData, SrcDataSize, uNumShaders, uStartIndex, pIndices, uFlags, ppShaders, pTotalShaders) = DLL("D3DCOMPILER_47.dll", "int D3DDecompressShaders(void*, int, dword, dword, void*, dword, void*, void*)")
# 呼び出し: D3DDecompressShaders(pSrcData, SrcDataSize, uNumShaders, uStartIndex, pIndices, uFlags, ppShaders, pTotalShaders)
# pSrcData : void* -> "void*"
# SrcDataSize : UINT_PTR -> "int"
# uNumShaders : DWORD -> "dword"
# uStartIndex : DWORD -> "dword"
# pIndices : DWORD* optional -> "void*"
# uFlags : DWORD -> "dword"
# ppShaders : ID3DBlob** out -> "void*"
# pTotalShaders : DWORD* optional, out -> "void*"
# 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 "d3dcompiler_47" fn D3DDecompressShaders(
pSrcData: ?*anyopaque, // void*
SrcDataSize: usize, // UINT_PTR
uNumShaders: u32, // DWORD
uStartIndex: u32, // DWORD
pIndices: [*c]u32, // DWORD* optional
uFlags: u32, // DWORD
ppShaders: ?*anyopaque, // ID3DBlob** out
pTotalShaders: [*c]u32 // DWORD* optional, out
) callconv(std.os.windows.WINAPI) i32;proc D3DDecompressShaders(
pSrcData: pointer, # void*
SrcDataSize: uint, # UINT_PTR
uNumShaders: uint32, # DWORD
uStartIndex: uint32, # DWORD
pIndices: ptr uint32, # DWORD* optional
uFlags: uint32, # DWORD
ppShaders: pointer, # ID3DBlob** out
pTotalShaders: ptr uint32 # DWORD* optional, out
): int32 {.importc: "D3DDecompressShaders", stdcall, dynlib: "D3DCOMPILER_47.dll".}pragma(lib, "d3dcompiler_47");
extern(Windows)
int D3DDecompressShaders(
void* pSrcData, // void*
size_t SrcDataSize, // UINT_PTR
uint uNumShaders, // DWORD
uint uStartIndex, // DWORD
uint* pIndices, // DWORD* optional
uint uFlags, // DWORD
void* ppShaders, // ID3DBlob** out
uint* pTotalShaders // DWORD* optional, out
);ccall((:D3DDecompressShaders, "D3DCOMPILER_47.dll"), stdcall, Int32,
(Ptr{Cvoid}, Csize_t, UInt32, UInt32, Ptr{UInt32}, UInt32, Ptr{Cvoid}, Ptr{UInt32}),
pSrcData, SrcDataSize, uNumShaders, uStartIndex, pIndices, uFlags, ppShaders, pTotalShaders)
# pSrcData : void* -> Ptr{Cvoid}
# SrcDataSize : UINT_PTR -> Csize_t
# uNumShaders : DWORD -> UInt32
# uStartIndex : DWORD -> UInt32
# pIndices : DWORD* optional -> Ptr{UInt32}
# uFlags : DWORD -> UInt32
# ppShaders : ID3DBlob** out -> Ptr{Cvoid}
# pTotalShaders : DWORD* optional, out -> Ptr{UInt32}
# stdcall は 32bit のみ意味を持つ(x64 では無視)。local ffi = require("ffi")
ffi.cdef[[
int32_t D3DDecompressShaders(
void* pSrcData,
uintptr_t SrcDataSize,
uint32_t uNumShaders,
uint32_t uStartIndex,
uint32_t* pIndices,
uint32_t uFlags,
void* ppShaders,
uint32_t* pTotalShaders);
]]
local d3dcompiler_47 = ffi.load("d3dcompiler_47")
-- d3dcompiler_47.D3DDecompressShaders(pSrcData, SrcDataSize, uNumShaders, uStartIndex, pIndices, uFlags, ppShaders, pTotalShaders)
-- pSrcData : void*
-- SrcDataSize : UINT_PTR
-- uNumShaders : DWORD
-- uStartIndex : DWORD
-- pIndices : DWORD* optional
-- uFlags : DWORD
-- ppShaders : ID3DBlob** out
-- pTotalShaders : DWORD* optional, out
-- 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('D3DCOMPILER_47.dll');
const D3DDecompressShaders = lib.func('__stdcall', 'D3DDecompressShaders', 'int32_t', ['void *', 'uintptr_t', 'uint32_t', 'uint32_t', 'uint32_t *', 'uint32_t', 'void *', 'uint32_t *']);
// D3DDecompressShaders(pSrcData, SrcDataSize, uNumShaders, uStartIndex, pIndices, uFlags, ppShaders, pTotalShaders)
// pSrcData : void* -> 'void *'
// SrcDataSize : UINT_PTR -> 'uintptr_t'
// uNumShaders : DWORD -> 'uint32_t'
// uStartIndex : DWORD -> 'uint32_t'
// pIndices : DWORD* optional -> 'uint32_t *'
// uFlags : DWORD -> 'uint32_t'
// ppShaders : ID3DBlob** out -> 'void *'
// pTotalShaders : DWORD* optional, out -> 'uint32_t *'
// 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("D3DCOMPILER_47.dll", {
D3DDecompressShaders: { parameters: ["pointer", "usize", "u32", "u32", "pointer", "u32", "pointer", "pointer"], result: "i32" },
});
// lib.symbols.D3DDecompressShaders(pSrcData, SrcDataSize, uNumShaders, uStartIndex, pIndices, uFlags, ppShaders, pTotalShaders)
// pSrcData : void* -> "pointer"
// SrcDataSize : UINT_PTR -> "usize"
// uNumShaders : DWORD -> "u32"
// uStartIndex : DWORD -> "u32"
// pIndices : DWORD* optional -> "pointer"
// uFlags : DWORD -> "u32"
// ppShaders : ID3DBlob** out -> "pointer"
// pTotalShaders : DWORD* optional, out -> "pointer"
// 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 D3DDecompressShaders(
void* pSrcData,
size_t SrcDataSize,
uint32_t uNumShaders,
uint32_t uStartIndex,
uint32_t* pIndices,
uint32_t uFlags,
void* ppShaders,
uint32_t* pTotalShaders);
C, "D3DCOMPILER_47.dll");
// $ffi->D3DDecompressShaders(pSrcData, SrcDataSize, uNumShaders, uStartIndex, pIndices, uFlags, ppShaders, pTotalShaders);
// pSrcData : void*
// SrcDataSize : UINT_PTR
// uNumShaders : DWORD
// uStartIndex : DWORD
// pIndices : DWORD* optional
// uFlags : DWORD
// ppShaders : ID3DBlob** out
// pTotalShaders : DWORD* optional, out
// 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 D3dcompiler_47 extends StdCallLibrary {
D3dcompiler_47 INSTANCE = Native.load("d3dcompiler_47", D3dcompiler_47.class);
int D3DDecompressShaders(
Pointer pSrcData, // void*
long SrcDataSize, // UINT_PTR
int uNumShaders, // DWORD
int uStartIndex, // DWORD
IntByReference pIndices, // DWORD* optional
int uFlags, // DWORD
Pointer ppShaders, // ID3DBlob** out
IntByReference pTotalShaders // DWORD* optional, out
);
}@[Link("d3dcompiler_47")]
lib LibD3DCOMPILER_47
fun D3DDecompressShaders = D3DDecompressShaders(
pSrcData : Void*, # void*
SrcDataSize : LibC::SizeT, # UINT_PTR
uNumShaders : UInt32, # DWORD
uStartIndex : UInt32, # DWORD
pIndices : UInt32*, # DWORD* optional
uFlags : UInt32, # DWORD
ppShaders : Void*, # ID3DBlob** out
pTotalShaders : UInt32* # DWORD* optional, out
) : 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 D3DDecompressShadersNative = Int32 Function(Pointer<Void>, UintPtr, Uint32, Uint32, Pointer<Uint32>, Uint32, Pointer<Void>, Pointer<Uint32>);
typedef D3DDecompressShadersDart = int Function(Pointer<Void>, int, int, int, Pointer<Uint32>, int, Pointer<Void>, Pointer<Uint32>);
final D3DDecompressShaders = DynamicLibrary.open('D3DCOMPILER_47.dll')
.lookupFunction<D3DDecompressShadersNative, D3DDecompressShadersDart>('D3DDecompressShaders');
// pSrcData : void* -> Pointer<Void>
// SrcDataSize : UINT_PTR -> UintPtr
// uNumShaders : DWORD -> Uint32
// uStartIndex : DWORD -> Uint32
// pIndices : DWORD* optional -> Pointer<Uint32>
// uFlags : DWORD -> Uint32
// ppShaders : ID3DBlob** out -> Pointer<Void>
// pTotalShaders : DWORD* optional, out -> Pointer<Uint32>
// 文字列は package:ffi の "...".toNativeUtf16()/toNativeUtf8() で変換。{$mode objfpc}{$H+}
function D3DDecompressShaders(
pSrcData: Pointer; // void*
SrcDataSize: NativeUInt; // UINT_PTR
uNumShaders: DWORD; // DWORD
uStartIndex: DWORD; // DWORD
pIndices: Pointer; // DWORD* optional
uFlags: DWORD; // DWORD
ppShaders: Pointer; // ID3DBlob** out
pTotalShaders: Pointer // DWORD* optional, out
): Integer; stdcall;
external 'D3DCOMPILER_47.dll' name 'D3DDecompressShaders';import Foreign
import Foreign.C.Types
import Foreign.C.String
foreign import stdcall safe "D3DDecompressShaders"
c_D3DDecompressShaders :: Ptr () -> CUIntPtr -> Word32 -> Word32 -> Ptr Word32 -> Word32 -> Ptr () -> Ptr Word32 -> IO Int32
-- pSrcData : void* -> Ptr ()
-- SrcDataSize : UINT_PTR -> CUIntPtr
-- uNumShaders : DWORD -> Word32
-- uStartIndex : DWORD -> Word32
-- pIndices : DWORD* optional -> Ptr Word32
-- uFlags : DWORD -> Word32
-- ppShaders : ID3DBlob** out -> Ptr ()
-- pTotalShaders : DWORD* optional, out -> Ptr Word32
-- 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 d3ddecompressshaders =
foreign "D3DDecompressShaders"
((ptr void) @-> size_t @-> uint32_t @-> uint32_t @-> (ptr uint32_t) @-> uint32_t @-> (ptr void) @-> (ptr uint32_t) @-> returning int32_t)
(* pSrcData : void* -> (ptr void) *)
(* SrcDataSize : UINT_PTR -> size_t *)
(* uNumShaders : DWORD -> uint32_t *)
(* uStartIndex : DWORD -> uint32_t *)
(* pIndices : DWORD* optional -> (ptr uint32_t) *)
(* uFlags : DWORD -> uint32_t *)
(* ppShaders : ID3DBlob** out -> (ptr void) *)
(* pTotalShaders : DWORD* optional, out -> (ptr uint32_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 d3dcompiler_47 (t "D3DCOMPILER_47.dll"))
(cffi:use-foreign-library d3dcompiler_47)
(cffi:defcfun ("D3DDecompressShaders" d3-ddecompress-shaders :convention :stdcall) :int32
(p-src-data :pointer) ; void*
(src-data-size :uint64) ; UINT_PTR
(u-num-shaders :uint32) ; DWORD
(u-start-index :uint32) ; DWORD
(p-indices :pointer) ; DWORD* optional
(u-flags :uint32) ; DWORD
(pp-shaders :pointer) ; ID3DBlob** out
(p-total-shaders :pointer)) ; DWORD* optional, out
; isize/usize(INT_PTR/SIZE_T)は x64 前提で :int64/:uint64。x86 では :int32/:uint32。use Win32::API;
my $D3DDecompressShaders = Win32::API::More->new('D3DCOMPILER_47',
'int D3DDecompressShaders(LPVOID pSrcData, WPARAM SrcDataSize, DWORD uNumShaders, DWORD uStartIndex, LPVOID pIndices, DWORD uFlags, LPVOID ppShaders, LPVOID pTotalShaders)');
# my $ret = $D3DDecompressShaders->Call($pSrcData, $SrcDataSize, $uNumShaders, $uStartIndex, $pIndices, $uFlags, $ppShaders, $pTotalShaders);
# pSrcData : void* -> LPVOID
# SrcDataSize : UINT_PTR -> WPARAM
# uNumShaders : DWORD -> DWORD
# uStartIndex : DWORD -> DWORD
# pIndices : DWORD* optional -> LPVOID
# uFlags : DWORD -> DWORD
# ppShaders : ID3DBlob** out -> LPVOID
# pTotalShaders : DWORD* optional, out -> LPVOID
# 値渡し構造体は pack() した文字列、または Win32::API::Struct を使用。関連項目
使用する型