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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 | 説明 |
|---|---|---|---|
| pSrcData | LPCSTR | in | 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。 |
| SrcDataSize | UINT_PTR | in | pSrcDataが指すソースのバイト数を指定する。 |
| pFileName | LPCSTR | inoptional | エラーメッセージ表示用のソースファイル名。NULL可。 |
| pDefines | D3D_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。 |
| pInclude | ID3DInclude* | inoptional | #includeを処理するためのインクルードハンドラー。NULL可。 |
| pFunctionName | LPCSTR | in | 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。 |
| pProfile | LPCSTR | in | 対象とするシェーダープロファイル文字列(例: vs_4_0)。 |
| Flags | DWORD | in | コンパイル動作を制御するD3D10_SHADER系フラグの組み合わせ。 |
| ppShader | ID3DBlob** | 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。 |
| ppErrorMsgs | ID3DBlob** | 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。#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)。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。