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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。
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
pSrcDataLPCSTRin
SrcDataSizeUINT_PTRin
pFileNameLPCSTRinoptional
pDefinesD3D_SHADER_MACRO*inoptional
pIncludeID3DInclude*inoptional
pFunctionNameLPCSTRin
pProfileLPCSTRin
FlagsDWORDin
ppShaderID3DBlob**out
ppErrorMsgsID3DBlob**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。
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)。