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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 |
|---|---|---|
| pSrcData | void* | in |
| SrcDataSize | UINT_PTR | in |
| uNumShaders | DWORD | in |
| uStartIndex | DWORD | in |
| pIndices | DWORD* | inoptional |
| uFlags | DWORD | in |
| ppShaders | ID3DBlob** | out |
| pTotalShaders | DWORD* | 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。#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)。