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D3D10CompileShader
関数HLSLソースコードをDirect3D10シェーダーバイトコードにコンパイルする。
シグネチャ
// d3d10.dll
#include <windows.h>
HRESULT D3D10CompileShader(
LPCSTR pSrcData,
UINT_PTR SrcDataSize,
LPCSTR pFileName, // optional
const D3D_SHADER_MACRO* pDefines, // optional
ID3DInclude* pInclude, // optional
LPCSTR pFunctionName,
LPCSTR pProfile,
DWORD Flags,
ID3DBlob** ppShader,
ID3DBlob** ppErrorMsgs // optional
);パラメーター
| 名前 | 型 | 方向 |
|---|---|---|
| pSrcData | LPCSTR | in |
| SrcDataSize | UINT_PTR | in |
| pFileName | LPCSTR | inoptional |
| pDefines | D3D_SHADER_MACRO* | inoptional |
| pInclude | ID3DInclude* | inoptional |
| pFunctionName | LPCSTR | in |
| pProfile | LPCSTR | in |
| Flags | DWORD | in |
| ppShader | ID3DBlob** | out |
| ppErrorMsgs | ID3DBlob** | outoptional |
戻り値の型: HRESULT
各言語での呼び出し定義
// d3d10.dll
#include <windows.h>
HRESULT D3D10CompileShader(
LPCSTR pSrcData,
UINT_PTR SrcDataSize,
LPCSTR pFileName, // optional
const D3D_SHADER_MACRO* pDefines, // optional
ID3DInclude* pInclude, // optional
LPCSTR pFunctionName,
LPCSTR pProfile,
DWORD Flags,
ID3DBlob** ppShader,
ID3DBlob** ppErrorMsgs // optional
);[DllImport("d3d10.dll", ExactSpelling = true)]
static extern int D3D10CompileShader(
[MarshalAs(UnmanagedType.LPStr)] string pSrcData, // LPCSTR
UIntPtr SrcDataSize, // UINT_PTR
[MarshalAs(UnmanagedType.LPStr)] string pFileName, // LPCSTR optional
IntPtr pDefines, // D3D_SHADER_MACRO* optional
IntPtr pInclude, // ID3DInclude* optional
[MarshalAs(UnmanagedType.LPStr)] string pFunctionName, // LPCSTR
[MarshalAs(UnmanagedType.LPStr)] string pProfile, // LPCSTR
uint Flags, // DWORD
IntPtr ppShader, // ID3DBlob** out
IntPtr ppErrorMsgs // ID3DBlob** optional, out
);<DllImport("d3d10.dll", ExactSpelling:=True)>
Public Shared Function D3D10CompileShader(
<MarshalAs(UnmanagedType.LPStr)> pSrcData As String, ' LPCSTR
SrcDataSize As UIntPtr, ' UINT_PTR
<MarshalAs(UnmanagedType.LPStr)> pFileName As String, ' LPCSTR optional
pDefines As IntPtr, ' D3D_SHADER_MACRO* optional
pInclude As IntPtr, ' ID3DInclude* optional
<MarshalAs(UnmanagedType.LPStr)> pFunctionName As String, ' LPCSTR
<MarshalAs(UnmanagedType.LPStr)> pProfile As String, ' LPCSTR
Flags As UInteger, ' DWORD
ppShader As IntPtr, ' ID3DBlob** out
ppErrorMsgs As IntPtr ' ID3DBlob** optional, out
) As Integer
End Function' pSrcData : LPCSTR
' SrcDataSize : UINT_PTR
' pFileName : LPCSTR optional
' pDefines : D3D_SHADER_MACRO* optional
' pInclude : ID3DInclude* optional
' pFunctionName : LPCSTR
' pProfile : LPCSTR
' Flags : DWORD
' ppShader : ID3DBlob** out
' ppErrorMsgs : ID3DBlob** optional, out
Declare PtrSafe Function D3D10CompileShader Lib "d3d10" ( _
ByVal pSrcData As String, _
ByVal SrcDataSize As LongPtr, _
ByVal pFileName As String, _
ByVal pDefines As LongPtr, _
ByVal pInclude As LongPtr, _
ByVal pFunctionName As String, _
ByVal pProfile As String, _
ByVal Flags As Long, _
ByVal ppShader As LongPtr, _
ByVal ppErrorMsgs 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
D3D10CompileShader = ctypes.windll.d3d10.D3D10CompileShader
D3D10CompileShader.restype = ctypes.c_int
D3D10CompileShader.argtypes = [
wintypes.LPCSTR, # pSrcData : LPCSTR
ctypes.c_size_t, # SrcDataSize : UINT_PTR
wintypes.LPCSTR, # pFileName : LPCSTR optional
ctypes.c_void_p, # pDefines : D3D_SHADER_MACRO* optional
ctypes.c_void_p, # pInclude : ID3DInclude* optional
wintypes.LPCSTR, # pFunctionName : LPCSTR
wintypes.LPCSTR, # pProfile : LPCSTR
wintypes.DWORD, # Flags : DWORD
ctypes.c_void_p, # ppShader : ID3DBlob** out
ctypes.c_void_p, # ppErrorMsgs : ID3DBlob** optional, out
]require 'fiddle'
require 'fiddle/import'
lib = Fiddle.dlopen('d3d10.dll')
D3D10CompileShader = Fiddle::Function.new(
lib['D3D10CompileShader'],
[
Fiddle::TYPE_VOIDP, # pSrcData : LPCSTR
Fiddle::TYPE_UINTPTR_T, # SrcDataSize : UINT_PTR
Fiddle::TYPE_VOIDP, # pFileName : LPCSTR optional
Fiddle::TYPE_VOIDP, # pDefines : D3D_SHADER_MACRO* optional
Fiddle::TYPE_VOIDP, # pInclude : ID3DInclude* optional
Fiddle::TYPE_VOIDP, # pFunctionName : LPCSTR
Fiddle::TYPE_VOIDP, # pProfile : LPCSTR
-Fiddle::TYPE_INT, # Flags : DWORD
Fiddle::TYPE_VOIDP, # ppShader : ID3DBlob** out
Fiddle::TYPE_VOIDP, # ppErrorMsgs : ID3DBlob** optional, out
],
Fiddle::TYPE_INT)#[link(name = "d3d10")]
extern "system" {
fn D3D10CompileShader(
pSrcData: *const u8, // LPCSTR
SrcDataSize: usize, // UINT_PTR
pFileName: *const u8, // LPCSTR optional
pDefines: *const D3D_SHADER_MACRO, // D3D_SHADER_MACRO* optional
pInclude: *mut core::ffi::c_void, // ID3DInclude* optional
pFunctionName: *const u8, // LPCSTR
pProfile: *const u8, // LPCSTR
Flags: u32, // DWORD
ppShader: *mut *mut core::ffi::c_void, // ID3DBlob** out
ppErrorMsgs: *mut *mut core::ffi::c_void // ID3DBlob** optional, out
) -> i32;
}
// crates: windows-sys provides ready-made bindings for this API.$sig = @"
[DllImport("d3d10.dll")]
public static extern int D3D10CompileShader([MarshalAs(UnmanagedType.LPStr)] string pSrcData, UIntPtr SrcDataSize, [MarshalAs(UnmanagedType.LPStr)] string pFileName, IntPtr pDefines, IntPtr pInclude, [MarshalAs(UnmanagedType.LPStr)] string pFunctionName, [MarshalAs(UnmanagedType.LPStr)] string pProfile, uint Flags, IntPtr ppShader, IntPtr ppErrorMsgs);
"@
$api = Add-Type -MemberDefinition $sig -Name 'd3d10_D3D10CompileShader' -Namespace Win32 -PassThru
# $api::D3D10CompileShader(pSrcData, SrcDataSize, pFileName, pDefines, pInclude, pFunctionName, pProfile, Flags, ppShader, ppErrorMsgs)#uselib "d3d10.dll"
#func global D3D10CompileShader "D3D10CompileShader" sptr, sptr, sptr, sptr, sptr, sptr, sptr, sptr, sptr, sptr
; D3D10CompileShader pSrcData, SrcDataSize, pFileName, varptr(pDefines), pInclude, pFunctionName, pProfile, Flags, ppShader, ppErrorMsgs ; 戻り値は stat
; pSrcData : LPCSTR -> "sptr"
; SrcDataSize : UINT_PTR -> "sptr"
; pFileName : LPCSTR optional -> "sptr"
; pDefines : D3D_SHADER_MACRO* optional -> "sptr"
; pInclude : ID3DInclude* optional -> "sptr"
; pFunctionName : LPCSTR -> "sptr"
; pProfile : LPCSTR -> "sptr"
; Flags : DWORD -> "sptr"
; ppShader : ID3DBlob** out -> "sptr"
; ppErrorMsgs : ID3DBlob** 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 "d3d10.dll" #cfunc global D3D10CompileShader "D3D10CompileShader" str, sptr, str, var, sptr, str, str, int, sptr, sptr ; res = D3D10CompileShader(pSrcData, SrcDataSize, pFileName, pDefines, pInclude, pFunctionName, pProfile, Flags, ppShader, ppErrorMsgs) ; pSrcData : LPCSTR -> "str" ; SrcDataSize : UINT_PTR -> "sptr" ; pFileName : LPCSTR optional -> "str" ; pDefines : D3D_SHADER_MACRO* optional -> "var" ; pInclude : ID3DInclude* optional -> "sptr" ; pFunctionName : LPCSTR -> "str" ; pProfile : LPCSTR -> "str" ; Flags : DWORD -> "int" ; ppShader : ID3DBlob** out -> "sptr" ; ppErrorMsgs : ID3DBlob** optional, out -> "sptr" ; ※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 "d3d10.dll" #cfunc global D3D10CompileShader "D3D10CompileShader" str, sptr, str, sptr, sptr, str, str, int, sptr, sptr ; res = D3D10CompileShader(pSrcData, SrcDataSize, pFileName, varptr(pDefines), pInclude, pFunctionName, pProfile, Flags, ppShader, ppErrorMsgs) ; pSrcData : LPCSTR -> "str" ; SrcDataSize : UINT_PTR -> "sptr" ; pFileName : LPCSTR optional -> "str" ; pDefines : D3D_SHADER_MACRO* optional -> "sptr" ; pInclude : ID3DInclude* optional -> "sptr" ; pFunctionName : LPCSTR -> "str" ; pProfile : LPCSTR -> "str" ; Flags : DWORD -> "int" ; ppShader : ID3DBlob** out -> "sptr" ; ppErrorMsgs : ID3DBlob** 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 D3D10CompileShader(LPCSTR pSrcData, UINT_PTR SrcDataSize, LPCSTR pFileName, D3D_SHADER_MACRO* pDefines, ID3DInclude* pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, ID3DBlob** ppShader, ID3DBlob** ppErrorMsgs) #uselib "d3d10.dll" #cfunc global D3D10CompileShader "D3D10CompileShader" str, intptr, str, var, intptr, str, str, int, intptr, intptr ; res = D3D10CompileShader(pSrcData, SrcDataSize, pFileName, pDefines, pInclude, pFunctionName, pProfile, Flags, ppShader, ppErrorMsgs) ; pSrcData : LPCSTR -> "str" ; SrcDataSize : UINT_PTR -> "intptr" ; pFileName : LPCSTR optional -> "str" ; pDefines : D3D_SHADER_MACRO* optional -> "var" ; pInclude : ID3DInclude* optional -> "intptr" ; pFunctionName : LPCSTR -> "str" ; pProfile : LPCSTR -> "str" ; Flags : DWORD -> "int" ; ppShader : ID3DBlob** out -> "intptr" ; ppErrorMsgs : ID3DBlob** optional, out -> "intptr" ; ※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 D3D10CompileShader(LPCSTR pSrcData, UINT_PTR SrcDataSize, LPCSTR pFileName, D3D_SHADER_MACRO* pDefines, ID3DInclude* pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, ID3DBlob** ppShader, ID3DBlob** ppErrorMsgs) #uselib "d3d10.dll" #cfunc global D3D10CompileShader "D3D10CompileShader" str, intptr, str, intptr, intptr, str, str, int, intptr, intptr ; res = D3D10CompileShader(pSrcData, SrcDataSize, pFileName, varptr(pDefines), pInclude, pFunctionName, pProfile, Flags, ppShader, ppErrorMsgs) ; pSrcData : LPCSTR -> "str" ; SrcDataSize : UINT_PTR -> "intptr" ; pFileName : LPCSTR optional -> "str" ; pDefines : D3D_SHADER_MACRO* optional -> "intptr" ; pInclude : ID3DInclude* optional -> "intptr" ; pFunctionName : LPCSTR -> "str" ; pProfile : LPCSTR -> "str" ; Flags : DWORD -> "int" ; ppShader : ID3DBlob** out -> "intptr" ; ppErrorMsgs : ID3DBlob** 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 (
d3d10 = windows.NewLazySystemDLL("d3d10.dll")
procD3D10CompileShader = d3d10.NewProc("D3D10CompileShader")
)
// pSrcData (LPCSTR), SrcDataSize (UINT_PTR), pFileName (LPCSTR optional), pDefines (D3D_SHADER_MACRO* optional), pInclude (ID3DInclude* optional), pFunctionName (LPCSTR), pProfile (LPCSTR), Flags (DWORD), ppShader (ID3DBlob** out), ppErrorMsgs (ID3DBlob** optional, out)
r1, _, err := procD3D10CompileShader.Call(
uintptr(unsafe.Pointer(windows.BytePtrFromString(pSrcData))),
uintptr(SrcDataSize),
uintptr(unsafe.Pointer(windows.BytePtrFromString(pFileName))),
uintptr(pDefines),
uintptr(pInclude),
uintptr(unsafe.Pointer(windows.BytePtrFromString(pFunctionName))),
uintptr(unsafe.Pointer(windows.BytePtrFromString(pProfile))),
uintptr(Flags),
uintptr(ppShader),
uintptr(ppErrorMsgs),
)
_ = err // syscall.Errno (valid when the call sets last-error)
_ = r1 // HRESULTfunction D3D10CompileShader(
pSrcData: PAnsiChar; // LPCSTR
SrcDataSize: NativeUInt; // UINT_PTR
pFileName: PAnsiChar; // LPCSTR optional
pDefines: Pointer; // D3D_SHADER_MACRO* optional
pInclude: Pointer; // ID3DInclude* optional
pFunctionName: PAnsiChar; // LPCSTR
pProfile: PAnsiChar; // LPCSTR
Flags: DWORD; // DWORD
ppShader: Pointer; // ID3DBlob** out
ppErrorMsgs: Pointer // ID3DBlob** optional, out
): Integer; stdcall;
external 'd3d10.dll' name 'D3D10CompileShader';result := DllCall("d3d10\D3D10CompileShader"
, "AStr", pSrcData ; LPCSTR
, "UPtr", SrcDataSize ; UINT_PTR
, "AStr", pFileName ; LPCSTR optional
, "Ptr", pDefines ; D3D_SHADER_MACRO* optional
, "Ptr", pInclude ; ID3DInclude* optional
, "AStr", pFunctionName ; LPCSTR
, "AStr", pProfile ; LPCSTR
, "UInt", Flags ; DWORD
, "Ptr", ppShader ; ID3DBlob** out
, "Ptr", ppErrorMsgs ; ID3DBlob** optional, out
, "Int") ; return: HRESULT●D3D10CompileShader(pSrcData, SrcDataSize, pFileName, pDefines, pInclude, pFunctionName, pProfile, Flags, ppShader, ppErrorMsgs) = DLL("d3d10.dll", "int D3D10CompileShader(char*, int, char*, void*, void*, char*, char*, dword, void*, void*)")
# 呼び出し: D3D10CompileShader(pSrcData, SrcDataSize, pFileName, pDefines, pInclude, pFunctionName, pProfile, Flags, ppShader, ppErrorMsgs)
# pSrcData : LPCSTR -> "char*"
# SrcDataSize : UINT_PTR -> "int"
# pFileName : LPCSTR optional -> "char*"
# pDefines : D3D_SHADER_MACRO* optional -> "void*"
# pInclude : ID3DInclude* optional -> "void*"
# pFunctionName : LPCSTR -> "char*"
# pProfile : LPCSTR -> "char*"
# Flags : DWORD -> "dword"
# ppShader : ID3DBlob** out -> "void*"
# ppErrorMsgs : ID3DBlob** 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)。