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D3D10CreateEffectPoolFromMemory

関数
メモリ上のエフェクトデータから共有エフェクトプールを作成する。
DLLd3d10.dll呼出規約winapi

シグネチャ

// d3d10.dll
#include <windows.h>

HRESULT D3D10CreateEffectPoolFromMemory(
    void* pData,
    UINT_PTR DataLength,
    DWORD FXFlags,
    ID3D10Device* pDevice,
    ID3D10EffectPool** ppEffectPool
);

パラメーター

名前方向
pDatavoid*in
DataLengthUINT_PTRin
FXFlagsDWORDin
pDeviceID3D10Device*in
ppEffectPoolID3D10EffectPool**out

戻り値の型: HRESULT

各言語での呼び出し定義

// d3d10.dll
#include <windows.h>

HRESULT D3D10CreateEffectPoolFromMemory(
    void* pData,
    UINT_PTR DataLength,
    DWORD FXFlags,
    ID3D10Device* pDevice,
    ID3D10EffectPool** ppEffectPool
);
[DllImport("d3d10.dll", ExactSpelling = true)]
static extern int D3D10CreateEffectPoolFromMemory(
    IntPtr pData,   // void*
    UIntPtr DataLength,   // UINT_PTR
    uint FXFlags,   // DWORD
    IntPtr pDevice,   // ID3D10Device*
    IntPtr ppEffectPool   // ID3D10EffectPool** out
);
<DllImport("d3d10.dll", ExactSpelling:=True)>
Public Shared Function D3D10CreateEffectPoolFromMemory(
    pData As IntPtr,   ' void*
    DataLength As UIntPtr,   ' UINT_PTR
    FXFlags As UInteger,   ' DWORD
    pDevice As IntPtr,   ' ID3D10Device*
    ppEffectPool As IntPtr   ' ID3D10EffectPool** out
) As Integer
End Function
' pData : void*
' DataLength : UINT_PTR
' FXFlags : DWORD
' pDevice : ID3D10Device*
' ppEffectPool : ID3D10EffectPool** out
Declare PtrSafe Function D3D10CreateEffectPoolFromMemory Lib "d3d10" ( _
    ByVal pData As LongPtr, _
    ByVal DataLength As LongPtr, _
    ByVal FXFlags As Long, _
    ByVal pDevice As LongPtr, _
    ByVal ppEffectPool 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

D3D10CreateEffectPoolFromMemory = ctypes.windll.d3d10.D3D10CreateEffectPoolFromMemory
D3D10CreateEffectPoolFromMemory.restype = ctypes.c_int
D3D10CreateEffectPoolFromMemory.argtypes = [
    ctypes.POINTER(None),  # pData : void*
    ctypes.c_size_t,  # DataLength : UINT_PTR
    wintypes.DWORD,  # FXFlags : DWORD
    ctypes.c_void_p,  # pDevice : ID3D10Device*
    ctypes.c_void_p,  # ppEffectPool : ID3D10EffectPool** out
]
require 'fiddle'
require 'fiddle/import'

lib = Fiddle.dlopen('d3d10.dll')
D3D10CreateEffectPoolFromMemory = Fiddle::Function.new(
  lib['D3D10CreateEffectPoolFromMemory'],
  [
    Fiddle::TYPE_VOIDP,  # pData : void*
    Fiddle::TYPE_UINTPTR_T,  # DataLength : UINT_PTR
    -Fiddle::TYPE_INT,  # FXFlags : DWORD
    Fiddle::TYPE_VOIDP,  # pDevice : ID3D10Device*
    Fiddle::TYPE_VOIDP,  # ppEffectPool : ID3D10EffectPool** out
  ],
  Fiddle::TYPE_INT)
#[link(name = "d3d10")]
extern "system" {
    fn D3D10CreateEffectPoolFromMemory(
        pData: *mut (),  // void*
        DataLength: usize,  // UINT_PTR
        FXFlags: u32,  // DWORD
        pDevice: *mut core::ffi::c_void,  // ID3D10Device*
        ppEffectPool: *mut *mut core::ffi::c_void  // ID3D10EffectPool** out
    ) -> i32;
}
// crates: windows-sys provides ready-made bindings for this API.
$sig = @"
[DllImport("d3d10.dll")]
public static extern int D3D10CreateEffectPoolFromMemory(IntPtr pData, UIntPtr DataLength, uint FXFlags, IntPtr pDevice, IntPtr ppEffectPool);
"@
$api = Add-Type -MemberDefinition $sig -Name 'd3d10_D3D10CreateEffectPoolFromMemory' -Namespace Win32 -PassThru
# $api::D3D10CreateEffectPoolFromMemory(pData, DataLength, FXFlags, pDevice, ppEffectPool)
#uselib "d3d10.dll"
#func global D3D10CreateEffectPoolFromMemory "D3D10CreateEffectPoolFromMemory" sptr, sptr, sptr, sptr, sptr
; D3D10CreateEffectPoolFromMemory pData, DataLength, FXFlags, pDevice, ppEffectPool   ; 戻り値は stat
; pData : void* -> "sptr"
; DataLength : UINT_PTR -> "sptr"
; FXFlags : DWORD -> "sptr"
; pDevice : ID3D10Device* -> "sptr"
; ppEffectPool : ID3D10EffectPool** 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。
#uselib "d3d10.dll"
#cfunc global D3D10CreateEffectPoolFromMemory "D3D10CreateEffectPoolFromMemory" sptr, sptr, int, sptr, sptr
; res = D3D10CreateEffectPoolFromMemory(pData, DataLength, FXFlags, pDevice, ppEffectPool)
; pData : void* -> "sptr"
; DataLength : UINT_PTR -> "sptr"
; FXFlags : DWORD -> "int"
; pDevice : ID3D10Device* -> "sptr"
; ppEffectPool : ID3D10EffectPool** out -> "sptr"
; HRESULT D3D10CreateEffectPoolFromMemory(void* pData, UINT_PTR DataLength, DWORD FXFlags, ID3D10Device* pDevice, ID3D10EffectPool** ppEffectPool)
#uselib "d3d10.dll"
#cfunc global D3D10CreateEffectPoolFromMemory "D3D10CreateEffectPoolFromMemory" intptr, intptr, int, intptr, intptr
; res = D3D10CreateEffectPoolFromMemory(pData, DataLength, FXFlags, pDevice, ppEffectPool)
; pData : void* -> "intptr"
; DataLength : UINT_PTR -> "intptr"
; FXFlags : DWORD -> "int"
; pDevice : ID3D10Device* -> "intptr"
; ppEffectPool : ID3D10EffectPool** out -> "intptr"
import (
	"golang.org/x/sys/windows"
	"unsafe"
)

var (
	d3d10 = windows.NewLazySystemDLL("d3d10.dll")
	procD3D10CreateEffectPoolFromMemory = d3d10.NewProc("D3D10CreateEffectPoolFromMemory")
)

// pData (void*), DataLength (UINT_PTR), FXFlags (DWORD), pDevice (ID3D10Device*), ppEffectPool (ID3D10EffectPool** out)
r1, _, err := procD3D10CreateEffectPoolFromMemory.Call(
	uintptr(pData),
	uintptr(DataLength),
	uintptr(FXFlags),
	uintptr(pDevice),
	uintptr(ppEffectPool),
)
_ = err  // syscall.Errno (valid when the call sets last-error)
_ = r1   // HRESULT
function D3D10CreateEffectPoolFromMemory(
  pData: Pointer;   // void*
  DataLength: NativeUInt;   // UINT_PTR
  FXFlags: DWORD;   // DWORD
  pDevice: Pointer;   // ID3D10Device*
  ppEffectPool: Pointer   // ID3D10EffectPool** out
): Integer; stdcall;
  external 'd3d10.dll' name 'D3D10CreateEffectPoolFromMemory';
result := DllCall("d3d10\D3D10CreateEffectPoolFromMemory"
    , "Ptr", pData   ; void*
    , "UPtr", DataLength   ; UINT_PTR
    , "UInt", FXFlags   ; DWORD
    , "Ptr", pDevice   ; ID3D10Device*
    , "Ptr", ppEffectPool   ; ID3D10EffectPool** out
    , "Int")   ; return: HRESULT
●D3D10CreateEffectPoolFromMemory(pData, DataLength, FXFlags, pDevice, ppEffectPool) = DLL("d3d10.dll", "int D3D10CreateEffectPoolFromMemory(void*, int, dword, void*, void*)")
# 呼び出し: D3D10CreateEffectPoolFromMemory(pData, DataLength, FXFlags, pDevice, ppEffectPool)
# pData : void* -> "void*"
# DataLength : UINT_PTR -> "int"
# FXFlags : DWORD -> "dword"
# pDevice : ID3D10Device* -> "void*"
# ppEffectPool : ID3D10EffectPool** 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)。