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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。
DLLD3DCOMPILER_47.dll呼出規約winapi

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

名前方向
pSrcDatavoid*in
SrcDataSizeUINT_PTRin
uNumShadersDWORDin
uStartIndexDWORDin
pIndicesDWORD*inoptional
uFlagsDWORDin
ppShadersID3DBlob**out
pTotalShadersDWORD*outoptional

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。
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。
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   // HRESULT
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';
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)。