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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。
DLLd3d10.dll呼出規約winapi

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

名前方向
pShadervoid*in
BytecodeLengthUINT_PTRin
EnableColorCodeBOOLin
pCommentsLPCSTRinoptional
ppDisassemblyID3DBlob**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   // HRESULT
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';
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)。