ホーム › Graphics.Direct3D10 › D3D10DisassembleShader
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 |
|---|---|---|
| pShader | void* | in |
| BytecodeLength | UINT_PTR | in |
| EnableColorCode | BOOL | in |
| pComments | LPCSTR | inoptional |
| ppDisassembly | ID3DBlob** | out |
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)。