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D3D10DisassembleShader
関数シェーダーバイトコードを可読なアセンブリテキストに逆アセンブルする。
シグネチャ
// d3d10.dll
#include <windows.h>
HRESULT D3D10DisassembleShader(
const void* pShader,
UINT_PTR BytecodeLength,
BOOL EnableColorCode,
LPCSTR pComments, // optional
ID3DBlob** ppDisassembly
);パラメーター
| 名前 | 型 | 方向 | 説明 |
|---|---|---|---|
| pShader | void* | in | 逆アセンブル対象のコンパイル済みシェーダーバイトコードへのポインター。 |
| BytecodeLength | UINT_PTR | in | pShaderが指すバイトコードのバイト長を指定する。 |
| EnableColorCode | BOOL | in | HTMLによる色分け出力を有効にするか。TRUEで色付けする。 |
| pComments | LPCSTR | inoptional | 逆アセンブル結果の先頭に付加するコメント文字列。NULL可。 |
| ppDisassembly | ID3DBlob** | out | アセンブリテキストを格納したID3DBlobを受け取る出力先。 |
戻り値の型: HRESULT
各言語での呼び出し定義
// d3d10.dll
#include <windows.h>
HRESULT D3D10DisassembleShader(
const void* pShader,
UINT_PTR BytecodeLength,
BOOL EnableColorCode,
LPCSTR pComments, // optional
ID3DBlob** ppDisassembly
);[DllImport("d3d10.dll", ExactSpelling = true)]
static extern int D3D10DisassembleShader(
IntPtr pShader, // void*
UIntPtr BytecodeLength, // UINT_PTR
bool EnableColorCode, // BOOL
[MarshalAs(UnmanagedType.LPStr)] string pComments, // LPCSTR optional
IntPtr ppDisassembly // ID3DBlob** out
);<DllImport("d3d10.dll", ExactSpelling:=True)>
Public Shared Function D3D10DisassembleShader(
pShader As IntPtr, ' void*
BytecodeLength As UIntPtr, ' UINT_PTR
EnableColorCode As Boolean, ' BOOL
<MarshalAs(UnmanagedType.LPStr)> pComments As String, ' LPCSTR optional
ppDisassembly As IntPtr ' ID3DBlob** out
) As Integer
End Function' pShader : void*
' BytecodeLength : UINT_PTR
' EnableColorCode : BOOL
' pComments : LPCSTR optional
' ppDisassembly : ID3DBlob** out
Declare PtrSafe Function D3D10DisassembleShader Lib "d3d10" ( _
ByVal pShader As LongPtr, _
ByVal BytecodeLength As LongPtr, _
ByVal EnableColorCode As Long, _
ByVal pComments As String, _
ByVal ppDisassembly 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
D3D10DisassembleShader = ctypes.windll.d3d10.D3D10DisassembleShader
D3D10DisassembleShader.restype = ctypes.c_int
D3D10DisassembleShader.argtypes = [
ctypes.POINTER(None), # pShader : void*
ctypes.c_size_t, # BytecodeLength : UINT_PTR
wintypes.BOOL, # EnableColorCode : BOOL
wintypes.LPCSTR, # pComments : LPCSTR optional
ctypes.c_void_p, # ppDisassembly : ID3DBlob** out
]require 'fiddle'
require 'fiddle/import'
lib = Fiddle.dlopen('d3d10.dll')
D3D10DisassembleShader = Fiddle::Function.new(
lib['D3D10DisassembleShader'],
[
Fiddle::TYPE_VOIDP, # pShader : void*
Fiddle::TYPE_UINTPTR_T, # BytecodeLength : UINT_PTR
Fiddle::TYPE_INT, # EnableColorCode : BOOL
Fiddle::TYPE_VOIDP, # pComments : LPCSTR optional
Fiddle::TYPE_VOIDP, # ppDisassembly : ID3DBlob** out
],
Fiddle::TYPE_INT)#[link(name = "d3d10")]
extern "system" {
fn D3D10DisassembleShader(
pShader: *const (), // void*
BytecodeLength: usize, // UINT_PTR
EnableColorCode: i32, // BOOL
pComments: *const u8, // LPCSTR optional
ppDisassembly: *mut *mut core::ffi::c_void // ID3DBlob** out
) -> i32;
}
// crates: windows-sys provides ready-made bindings for this API.$sig = @"
[DllImport("d3d10.dll")]
public static extern int D3D10DisassembleShader(IntPtr pShader, UIntPtr BytecodeLength, bool EnableColorCode, [MarshalAs(UnmanagedType.LPStr)] string pComments, IntPtr ppDisassembly);
"@
$api = Add-Type -MemberDefinition $sig -Name 'd3d10_D3D10DisassembleShader' -Namespace Win32 -PassThru
# $api::D3D10DisassembleShader(pShader, BytecodeLength, EnableColorCode, pComments, ppDisassembly)#uselib "d3d10.dll"
#func global D3D10DisassembleShader "D3D10DisassembleShader" sptr, sptr, sptr, sptr, sptr
; D3D10DisassembleShader pShader, BytecodeLength, EnableColorCode, pComments, ppDisassembly ; 戻り値は stat
; pShader : void* -> "sptr"
; BytecodeLength : UINT_PTR -> "sptr"
; EnableColorCode : BOOL -> "sptr"
; pComments : LPCSTR optional -> "sptr"
; ppDisassembly : ID3DBlob** 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 D3D10DisassembleShader "D3D10DisassembleShader" sptr, sptr, int, str, sptr
; res = D3D10DisassembleShader(pShader, BytecodeLength, EnableColorCode, pComments, ppDisassembly)
; pShader : void* -> "sptr"
; BytecodeLength : UINT_PTR -> "sptr"
; EnableColorCode : BOOL -> "int"
; pComments : LPCSTR optional -> "str"
; ppDisassembly : ID3DBlob** out -> "sptr"; HRESULT D3D10DisassembleShader(void* pShader, UINT_PTR BytecodeLength, BOOL EnableColorCode, LPCSTR pComments, ID3DBlob** ppDisassembly)
#uselib "d3d10.dll"
#cfunc global D3D10DisassembleShader "D3D10DisassembleShader" intptr, intptr, int, str, intptr
; res = D3D10DisassembleShader(pShader, BytecodeLength, EnableColorCode, pComments, ppDisassembly)
; pShader : void* -> "intptr"
; BytecodeLength : UINT_PTR -> "intptr"
; EnableColorCode : BOOL -> "int"
; pComments : LPCSTR optional -> "str"
; ppDisassembly : ID3DBlob** out -> "intptr"import (
"golang.org/x/sys/windows"
"unsafe"
)
var (
d3d10 = windows.NewLazySystemDLL("d3d10.dll")
procD3D10DisassembleShader = d3d10.NewProc("D3D10DisassembleShader")
)
// pShader (void*), BytecodeLength (UINT_PTR), EnableColorCode (BOOL), pComments (LPCSTR optional), ppDisassembly (ID3DBlob** out)
r1, _, err := procD3D10DisassembleShader.Call(
uintptr(pShader),
uintptr(BytecodeLength),
uintptr(EnableColorCode),
uintptr(unsafe.Pointer(windows.BytePtrFromString(pComments))),
uintptr(ppDisassembly),
)
_ = err // syscall.Errno (valid when the call sets last-error)
_ = r1 // HRESULTfunction D3D10DisassembleShader(
pShader: Pointer; // void*
BytecodeLength: NativeUInt; // UINT_PTR
EnableColorCode: BOOL; // BOOL
pComments: PAnsiChar; // LPCSTR optional
ppDisassembly: Pointer // ID3DBlob** out
): Integer; stdcall;
external 'd3d10.dll' name 'D3D10DisassembleShader';result := DllCall("d3d10\D3D10DisassembleShader"
, "Ptr", pShader ; void*
, "UPtr", BytecodeLength ; UINT_PTR
, "Int", EnableColorCode ; BOOL
, "AStr", pComments ; LPCSTR optional
, "Ptr", ppDisassembly ; ID3DBlob** out
, "Int") ; return: HRESULT●D3D10DisassembleShader(pShader, BytecodeLength, EnableColorCode, pComments, ppDisassembly) = DLL("d3d10.dll", "int D3D10DisassembleShader(void*, int, bool, char*, void*)")
# 呼び出し: D3D10DisassembleShader(pShader, BytecodeLength, EnableColorCode, pComments, ppDisassembly)
# pShader : void* -> "void*"
# BytecodeLength : UINT_PTR -> "int"
# EnableColorCode : BOOL -> "bool"
# pComments : LPCSTR optional -> "char*"
# ppDisassembly : ID3DBlob** 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 D3D10DisassembleShader(
pShader: ?*anyopaque, // void*
BytecodeLength: usize, // UINT_PTR
EnableColorCode: i32, // BOOL
pComments: [*c]const u8, // LPCSTR optional
ppDisassembly: ?*anyopaque // ID3DBlob** out
) callconv(std.os.windows.WINAPI) i32;proc D3D10DisassembleShader(
pShader: pointer, # void*
BytecodeLength: uint, # UINT_PTR
EnableColorCode: int32, # BOOL
pComments: cstring, # LPCSTR optional
ppDisassembly: pointer # ID3DBlob** out
): int32 {.importc: "D3D10DisassembleShader", stdcall, dynlib: "d3d10.dll".}pragma(lib, "d3d10");
extern(Windows)
int D3D10DisassembleShader(
void* pShader, // void*
size_t BytecodeLength, // UINT_PTR
int EnableColorCode, // BOOL
const(char)* pComments, // LPCSTR optional
void* ppDisassembly // ID3DBlob** out
);ccall((:D3D10DisassembleShader, "d3d10.dll"), stdcall, Int32,
(Ptr{Cvoid}, Csize_t, Int32, Cstring, Ptr{Cvoid}),
pShader, BytecodeLength, EnableColorCode, pComments, ppDisassembly)
# pShader : void* -> Ptr{Cvoid}
# BytecodeLength : UINT_PTR -> Csize_t
# EnableColorCode : BOOL -> Int32
# pComments : LPCSTR optional -> Cstring
# ppDisassembly : ID3DBlob** 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 D3D10DisassembleShader(
void* pShader,
uintptr_t BytecodeLength,
int32_t EnableColorCode,
const char* pComments,
void* ppDisassembly);
]]
local d3d10 = ffi.load("d3d10")
-- d3d10.D3D10DisassembleShader(pShader, BytecodeLength, EnableColorCode, pComments, ppDisassembly)
-- pShader : void*
-- BytecodeLength : UINT_PTR
-- EnableColorCode : BOOL
-- pComments : LPCSTR optional
-- ppDisassembly : ID3DBlob** 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 D3D10DisassembleShader = lib.func('__stdcall', 'D3D10DisassembleShader', 'int32_t', ['void *', 'uintptr_t', 'int32_t', 'str', 'void *']);
// D3D10DisassembleShader(pShader, BytecodeLength, EnableColorCode, pComments, ppDisassembly)
// pShader : void* -> 'void *'
// BytecodeLength : UINT_PTR -> 'uintptr_t'
// EnableColorCode : BOOL -> 'int32_t'
// pComments : LPCSTR optional -> 'str'
// ppDisassembly : ID3DBlob** 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", {
D3D10DisassembleShader: { parameters: ["pointer", "usize", "i32", "buffer", "pointer"], result: "i32" },
});
// lib.symbols.D3D10DisassembleShader(pShader, BytecodeLength, EnableColorCode, pComments, ppDisassembly)
// pShader : void* -> "pointer"
// BytecodeLength : UINT_PTR -> "usize"
// EnableColorCode : BOOL -> "i32"
// pComments : LPCSTR optional -> "buffer"
// ppDisassembly : ID3DBlob** 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 D3D10DisassembleShader(
void* pShader,
size_t BytecodeLength,
int32_t EnableColorCode,
const char* pComments,
void* ppDisassembly);
C, "d3d10.dll");
// $ffi->D3D10DisassembleShader(pShader, BytecodeLength, EnableColorCode, pComments, ppDisassembly);
// pShader : void*
// BytecodeLength : UINT_PTR
// EnableColorCode : BOOL
// pComments : LPCSTR optional
// ppDisassembly : ID3DBlob** out
// 構造体/GUIDへのポインタは cdef が通るよう void* で表記(実型は各引数コメント参照)。値渡し構造体・enum は対応する typedef を cdef に追加すること。
// WINAPI(stdcall): x64 では呼出規約が統一されるため問題なし。x86 では __stdcall 対応のラッパが必要な場合あり。import com.sun.jna.*;
import com.sun.jna.ptr.*;
import com.sun.jna.win32.StdCallLibrary;
import com.sun.jna.win32.W32APIOptions;
public interface D3d10 extends StdCallLibrary {
D3d10 INSTANCE = Native.load("d3d10", D3d10.class);
int D3D10DisassembleShader(
Pointer pShader, // void*
long BytecodeLength, // UINT_PTR
boolean EnableColorCode, // BOOL
String pComments, // LPCSTR optional
Pointer ppDisassembly // ID3DBlob** out
);
}@[Link("d3d10")]
lib Libd3d10
fun D3D10DisassembleShader = D3D10DisassembleShader(
pShader : Void*, # void*
BytecodeLength : LibC::SizeT, # UINT_PTR
EnableColorCode : Int32, # BOOL
pComments : UInt8*, # LPCSTR optional
ppDisassembly : Void* # ID3DBlob** out
) : Int32
end
# 構造体/GUID/enum は lib 内に対応する型定義が必要。
# 呼出規約: x64 は規約統一のため OK。x86(32bit)は WINAPI=stdcall だが Crystal の fun に stdcall 付与構文がなく非対応。import 'dart:ffi';
import 'package:ffi/ffi.dart';
typedef D3D10DisassembleShaderNative = Int32 Function(Pointer<Void>, UintPtr, Int32, Pointer<Utf8>, Pointer<Void>);
typedef D3D10DisassembleShaderDart = int Function(Pointer<Void>, int, int, Pointer<Utf8>, Pointer<Void>);
final D3D10DisassembleShader = DynamicLibrary.open('d3d10.dll')
.lookupFunction<D3D10DisassembleShaderNative, D3D10DisassembleShaderDart>('D3D10DisassembleShader');
// pShader : void* -> Pointer<Void>
// BytecodeLength : UINT_PTR -> UintPtr
// EnableColorCode : BOOL -> Int32
// pComments : LPCSTR optional -> Pointer<Utf8>
// ppDisassembly : ID3DBlob** out -> Pointer<Void>
// 文字列は package:ffi の "...".toNativeUtf16()/toNativeUtf8() で変換。{$mode objfpc}{$H+}
function D3D10DisassembleShader(
pShader: Pointer; // void*
BytecodeLength: NativeUInt; // UINT_PTR
EnableColorCode: BOOL; // BOOL
pComments: PAnsiChar; // LPCSTR optional
ppDisassembly: Pointer // ID3DBlob** out
): Integer; stdcall;
external 'd3d10.dll' name 'D3D10DisassembleShader';import Foreign
import Foreign.C.Types
import Foreign.C.String
foreign import stdcall safe "D3D10DisassembleShader"
c_D3D10DisassembleShader :: Ptr () -> CUIntPtr -> CInt -> CString -> Ptr () -> IO Int32
-- pShader : void* -> Ptr ()
-- BytecodeLength : UINT_PTR -> CUIntPtr
-- EnableColorCode : BOOL -> CInt
-- pComments : LPCSTR optional -> CString
-- ppDisassembly : ID3DBlob** 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 d3d10disassembleshader =
foreign "D3D10DisassembleShader"
((ptr void) @-> size_t @-> int32_t @-> string @-> (ptr void) @-> returning int32_t)
(* pShader : void* -> (ptr void) *)
(* BytecodeLength : UINT_PTR -> size_t *)
(* EnableColorCode : BOOL -> int32_t *)
(* pComments : LPCSTR optional -> string *)
(* ppDisassembly : ID3DBlob** 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 ("D3D10DisassembleShader" d3-d10-disassemble-shader :convention :stdcall) :int32
(p-shader :pointer) ; void*
(bytecode-length :uint64) ; UINT_PTR
(enable-color-code :int32) ; BOOL
(p-comments :string) ; LPCSTR optional
(pp-disassembly :pointer)) ; ID3DBlob** out
; isize/usize(INT_PTR/SIZE_T)は x64 前提で :int64/:uint64。x86 では :int32/:uint32。use Win32::API;
my $D3D10DisassembleShader = Win32::API::More->new('d3d10',
'int D3D10DisassembleShader(LPVOID pShader, WPARAM BytecodeLength, BOOL EnableColorCode, LPCSTR pComments, LPVOID ppDisassembly)');
# my $ret = $D3D10DisassembleShader->Call($pShader, $BytecodeLength, $EnableColorCode, $pComments, $ppDisassembly);
# pShader : void* -> LPVOID
# BytecodeLength : UINT_PTR -> WPARAM
# EnableColorCode : BOOL -> BOOL
# pComments : LPCSTR optional -> LPCSTR
# ppDisassembly : ID3DBlob** 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