ホーム › Graphics.Direct3D10 › D3D10CreateEffectPoolFromMemory
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。
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 | 型 | 方向 |
|---|---|---|
| pData | void* | in |
| DataLength | UINT_PTR | in |
| FXFlags | DWORD | in |
| pDevice | ID3D10Device* | in |
| ppEffectPool | ID3D10EffectPool** | 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 // HRESULTfunction 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)。