Win32 API 日本語リファレンス
ホームGraphics.Direct3D10 › D3D10CompileShader

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。
DLLd3d10.dll呼出規約winapi

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

名前方向説明
pSrcDataLPCSTRinコンパイル対象のHLSLソースコード文字列へのポインター。
SrcDataSizeUINT_PTRinpSrcDataが指すソースのバイト数を指定する。
pFileNameLPCSTRinoptionalエラーメッセージ表示用のソースファイル名。NULL可。
pDefinesD3D_SHADER_MACRO*inoptionalプリプロセッサ定義の配列。終端は名前NULLの要素。NULL可。
pIncludeID3DInclude*inoptional#includeを処理するためのインクルードハンドラー。NULL可。
pFunctionNameLPCSTRinエントリーポイントとなるシェーダー関数名を指定する。
pProfileLPCSTRin対象とするシェーダープロファイル文字列(例: vs_4_0)。
FlagsDWORDinコンパイル動作を制御するD3D10_SHADER系フラグの組み合わせ。
ppShaderID3DBlob**outコンパイル済みシェーダーバイトコードのID3DBlobを受け取る出力先。
ppErrorMsgsID3DBlob**outoptionalコンパイルエラーや警告メッセージのID3DBlobを受け取る出力先。NULL可。

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。
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。
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   // HRESULT
function 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)。
const std = @import("std");

extern "d3d10" fn D3D10CompileShader(
    pSrcData: [*c]const u8, // LPCSTR
    SrcDataSize: usize, // UINT_PTR
    pFileName: [*c]const u8, // LPCSTR optional
    pDefines: [*c]D3D_SHADER_MACRO, // D3D_SHADER_MACRO* optional
    pInclude: ?*anyopaque, // ID3DInclude* optional
    pFunctionName: [*c]const u8, // LPCSTR
    pProfile: [*c]const u8, // LPCSTR
    Flags: u32, // DWORD
    ppShader: ?*anyopaque, // ID3DBlob** out
    ppErrorMsgs: ?*anyopaque // ID3DBlob** optional, out
) callconv(std.os.windows.WINAPI) i32;
proc D3D10CompileShader(
    pSrcData: cstring,  # LPCSTR
    SrcDataSize: uint,  # UINT_PTR
    pFileName: cstring,  # LPCSTR optional
    pDefines: ptr D3D_SHADER_MACRO,  # D3D_SHADER_MACRO* optional
    pInclude: pointer,  # ID3DInclude* optional
    pFunctionName: cstring,  # LPCSTR
    pProfile: cstring,  # LPCSTR
    Flags: uint32,  # DWORD
    ppShader: pointer,  # ID3DBlob** out
    ppErrorMsgs: pointer  # ID3DBlob** optional, out
): int32 {.importc: "D3D10CompileShader", stdcall, dynlib: "d3d10.dll".}
pragma(lib, "d3d10");
extern(Windows)
int D3D10CompileShader(
    const(char)* pSrcData,   // LPCSTR
    size_t SrcDataSize,   // UINT_PTR
    const(char)* pFileName,   // LPCSTR optional
    D3D_SHADER_MACRO* pDefines,   // D3D_SHADER_MACRO* optional
    void* pInclude,   // ID3DInclude* optional
    const(char)* pFunctionName,   // LPCSTR
    const(char)* pProfile,   // LPCSTR
    uint Flags,   // DWORD
    void* ppShader,   // ID3DBlob** out
    void* ppErrorMsgs   // ID3DBlob** optional, out
);
ccall((:D3D10CompileShader, "d3d10.dll"), stdcall, Int32,
      (Cstring, Csize_t, Cstring, Ptr{D3D_SHADER_MACRO}, Ptr{Cvoid}, Cstring, Cstring, UInt32, Ptr{Cvoid}, Ptr{Cvoid}),
      pSrcData, SrcDataSize, pFileName, pDefines, pInclude, pFunctionName, pProfile, Flags, ppShader, ppErrorMsgs)
# pSrcData : LPCSTR -> Cstring
# SrcDataSize : UINT_PTR -> Csize_t
# pFileName : LPCSTR optional -> Cstring
# pDefines : D3D_SHADER_MACRO* optional -> Ptr{D3D_SHADER_MACRO}
# pInclude : ID3DInclude* optional -> Ptr{Cvoid}
# pFunctionName : LPCSTR -> Cstring
# pProfile : LPCSTR -> Cstring
# Flags : DWORD -> UInt32
# ppShader : ID3DBlob** out -> Ptr{Cvoid}
# ppErrorMsgs : ID3DBlob** optional, out -> Ptr{Cvoid}
# stdcall は 32bit のみ意味を持つ(x64 では無視)。
local ffi = require("ffi")
ffi.cdef[[
int32_t D3D10CompileShader(
    const char* pSrcData,
    uintptr_t SrcDataSize,
    const char* pFileName,
    void* pDefines,
    void* pInclude,
    const char* pFunctionName,
    const char* pProfile,
    uint32_t Flags,
    void* ppShader,
    void* ppErrorMsgs);
]]
local d3d10 = ffi.load("d3d10")
-- d3d10.D3D10CompileShader(pSrcData, SrcDataSize, pFileName, pDefines, pInclude, pFunctionName, pProfile, Flags, ppShader, ppErrorMsgs)
-- 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
-- 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('d3d10.dll');
const D3D10CompileShader = lib.func('__stdcall', 'D3D10CompileShader', 'int32_t', ['str', 'uintptr_t', 'str', 'void *', 'void *', 'str', 'str', 'uint32_t', 'void *', 'void *']);
// D3D10CompileShader(pSrcData, SrcDataSize, pFileName, pDefines, pInclude, pFunctionName, pProfile, Flags, ppShader, ppErrorMsgs)
// pSrcData : LPCSTR -> 'str'
// SrcDataSize : UINT_PTR -> 'uintptr_t'
// pFileName : LPCSTR optional -> 'str'
// pDefines : D3D_SHADER_MACRO* optional -> 'void *'
// pInclude : ID3DInclude* optional -> 'void *'
// pFunctionName : LPCSTR -> 'str'
// pProfile : LPCSTR -> 'str'
// Flags : DWORD -> 'uint32_t'
// ppShader : ID3DBlob** out -> 'void *'
// ppErrorMsgs : ID3DBlob** optional, out -> 'void *'
// 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("d3d10.dll", {
  D3D10CompileShader: { parameters: ["buffer", "usize", "buffer", "pointer", "pointer", "buffer", "buffer", "u32", "pointer", "pointer"], result: "i32" },
});
// lib.symbols.D3D10CompileShader(pSrcData, SrcDataSize, pFileName, pDefines, pInclude, pFunctionName, pProfile, Flags, ppShader, ppErrorMsgs)
// pSrcData : LPCSTR -> "buffer"
// SrcDataSize : UINT_PTR -> "usize"
// pFileName : LPCSTR optional -> "buffer"
// pDefines : D3D_SHADER_MACRO* optional -> "pointer"
// pInclude : ID3DInclude* optional -> "pointer"
// pFunctionName : LPCSTR -> "buffer"
// pProfile : LPCSTR -> "buffer"
// Flags : DWORD -> "u32"
// ppShader : ID3DBlob** out -> "pointer"
// ppErrorMsgs : ID3DBlob** 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 D3D10CompileShader(
    const char* pSrcData,
    size_t SrcDataSize,
    const char* pFileName,
    void* pDefines,
    void* pInclude,
    const char* pFunctionName,
    const char* pProfile,
    uint32_t Flags,
    void* ppShader,
    void* ppErrorMsgs);
C, "d3d10.dll");
// $ffi->D3D10CompileShader(pSrcData, SrcDataSize, pFileName, pDefines, pInclude, pFunctionName, pProfile, Flags, ppShader, ppErrorMsgs);
// 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
// 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 D3d10 extends StdCallLibrary {
    D3d10 INSTANCE = Native.load("d3d10", D3d10.class);
    int D3D10CompileShader(
        String pSrcData,   // LPCSTR
        long SrcDataSize,   // UINT_PTR
        String pFileName,   // LPCSTR optional
        Pointer pDefines,   // D3D_SHADER_MACRO* optional
        Pointer pInclude,   // ID3DInclude* optional
        String pFunctionName,   // LPCSTR
        String pProfile,   // LPCSTR
        int Flags,   // DWORD
        Pointer ppShader,   // ID3DBlob** out
        Pointer ppErrorMsgs   // ID3DBlob** optional, out
    );
}
@[Link("d3d10")]
lib Libd3d10
  fun D3D10CompileShader = D3D10CompileShader(
    pSrcData : UInt8*,   # LPCSTR
    SrcDataSize : LibC::SizeT,   # UINT_PTR
    pFileName : UInt8*,   # LPCSTR optional
    pDefines : D3D_SHADER_MACRO*,   # D3D_SHADER_MACRO* optional
    pInclude : Void*,   # ID3DInclude* optional
    pFunctionName : UInt8*,   # LPCSTR
    pProfile : UInt8*,   # LPCSTR
    Flags : UInt32,   # DWORD
    ppShader : Void*,   # ID3DBlob** out
    ppErrorMsgs : Void*   # ID3DBlob** 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 D3D10CompileShaderNative = Int32 Function(Pointer<Utf8>, UintPtr, Pointer<Utf8>, Pointer<Void>, Pointer<Void>, Pointer<Utf8>, Pointer<Utf8>, Uint32, Pointer<Void>, Pointer<Void>);
typedef D3D10CompileShaderDart = int Function(Pointer<Utf8>, int, Pointer<Utf8>, Pointer<Void>, Pointer<Void>, Pointer<Utf8>, Pointer<Utf8>, int, Pointer<Void>, Pointer<Void>);
final D3D10CompileShader = DynamicLibrary.open('d3d10.dll')
    .lookupFunction<D3D10CompileShaderNative, D3D10CompileShaderDart>('D3D10CompileShader');
// pSrcData : LPCSTR -> Pointer<Utf8>
// SrcDataSize : UINT_PTR -> UintPtr
// pFileName : LPCSTR optional -> Pointer<Utf8>
// pDefines : D3D_SHADER_MACRO* optional -> Pointer<Void>
// pInclude : ID3DInclude* optional -> Pointer<Void>
// pFunctionName : LPCSTR -> Pointer<Utf8>
// pProfile : LPCSTR -> Pointer<Utf8>
// Flags : DWORD -> Uint32
// ppShader : ID3DBlob** out -> Pointer<Void>
// ppErrorMsgs : ID3DBlob** optional, out -> Pointer<Void>
// 文字列は package:ffi の "...".toNativeUtf16()/toNativeUtf8() で変換。
{$mode objfpc}{$H+}
function 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';
import Foreign
import Foreign.C.Types
import Foreign.C.String

foreign import stdcall safe "D3D10CompileShader"
  c_D3D10CompileShader :: CString -> CUIntPtr -> CString -> Ptr () -> Ptr () -> CString -> CString -> Word32 -> Ptr () -> Ptr () -> IO Int32
-- pSrcData : LPCSTR -> CString
-- SrcDataSize : UINT_PTR -> CUIntPtr
-- pFileName : LPCSTR optional -> CString
-- pDefines : D3D_SHADER_MACRO* optional -> Ptr ()
-- pInclude : ID3DInclude* optional -> Ptr ()
-- pFunctionName : LPCSTR -> CString
-- pProfile : LPCSTR -> CString
-- Flags : DWORD -> Word32
-- ppShader : ID3DBlob** out -> Ptr ()
-- ppErrorMsgs : ID3DBlob** optional, out -> Ptr ()
-- 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 d3d10compileshader =
  foreign "D3D10CompileShader"
    (string @-> size_t @-> string @-> (ptr void) @-> (ptr void) @-> string @-> string @-> uint32_t @-> (ptr void) @-> (ptr void) @-> returning int32_t)
(* pSrcData : LPCSTR -> string *)
(* SrcDataSize : UINT_PTR -> size_t *)
(* pFileName : LPCSTR optional -> string *)
(* pDefines : D3D_SHADER_MACRO* optional -> (ptr void) *)
(* pInclude : ID3DInclude* optional -> (ptr void) *)
(* pFunctionName : LPCSTR -> string *)
(* pProfile : LPCSTR -> string *)
(* Flags : DWORD -> uint32_t *)
(* ppShader : ID3DBlob** out -> (ptr void) *)
(* ppErrorMsgs : ID3DBlob** optional, out -> (ptr void) *)
(* 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 d3d10 (t "d3d10.dll"))
(cffi:use-foreign-library d3d10)

(cffi:defcfun ("D3D10CompileShader" d3-d10-compile-shader :convention :stdcall) :int32
  (p-src-data :string)   ; LPCSTR
  (src-data-size :uint64)   ; UINT_PTR
  (p-file-name :string)   ; LPCSTR optional
  (p-defines :pointer)   ; D3D_SHADER_MACRO* optional
  (p-include :pointer)   ; ID3DInclude* optional
  (p-function-name :string)   ; LPCSTR
  (p-profile :string)   ; LPCSTR
  (flags :uint32)   ; DWORD
  (pp-shader :pointer)   ; ID3DBlob** out
  (pp-error-msgs :pointer))   ; ID3DBlob** optional, out
; isize/usize(INT_PTR/SIZE_T)は x64 前提で :int64/:uint64。x86 では :int32/:uint32。
use Win32::API;
my $D3D10CompileShader = Win32::API::More->new('d3d10',
    'int D3D10CompileShader(LPCSTR pSrcData, WPARAM SrcDataSize, LPCSTR pFileName, LPVOID pDefines, LPVOID pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPVOID ppShader, LPVOID ppErrorMsgs)');
# my $ret = $D3D10CompileShader->Call($pSrcData, $SrcDataSize, $pFileName, $pDefines, $pInclude, $pFunctionName, $pProfile, $Flags, $ppShader, $ppErrorMsgs);
# pSrcData : LPCSTR -> LPCSTR
# SrcDataSize : UINT_PTR -> WPARAM
# pFileName : LPCSTR optional -> LPCSTR
# pDefines : D3D_SHADER_MACRO* optional -> LPVOID
# pInclude : ID3DInclude* optional -> LPVOID
# pFunctionName : LPCSTR -> LPCSTR
# pProfile : LPCSTR -> LPCSTR
# Flags : DWORD -> DWORD
# ppShader : ID3DBlob** out -> LPVOID
# ppErrorMsgs : ID3DBlob** 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