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D3D10GetVertexShaderProfile
関数デバイスがサポートする最高の頂点シェーダープロファイルを取得する。
シグネチャ
// d3d10.dll
#include <windows.h>
LPSTR D3D10GetVertexShaderProfile(
ID3D10Device* pDevice
);パラメーター
| 名前 | 型 | 方向 |
|---|---|---|
| pDevice | ID3D10Device* | in |
戻り値の型: LPSTR
各言語での呼び出し定義
// d3d10.dll
#include <windows.h>
LPSTR D3D10GetVertexShaderProfile(
ID3D10Device* pDevice
);[DllImport("d3d10.dll", ExactSpelling = true)]
static extern IntPtr D3D10GetVertexShaderProfile(
IntPtr pDevice // ID3D10Device*
);<DllImport("d3d10.dll", ExactSpelling:=True)>
Public Shared Function D3D10GetVertexShaderProfile(
pDevice As IntPtr ' ID3D10Device*
) As IntPtr
End Function' pDevice : ID3D10Device*
Declare PtrSafe Function D3D10GetVertexShaderProfile Lib "d3d10" ( _
ByVal pDevice As LongPtr) As LongPtr
' VBA7前提(PtrSafe)。32bit Office では LongPtr→Long。Integer=16bit / Long=32bit / LongLong=64bit。import ctypes
from ctypes import wintypes
D3D10GetVertexShaderProfile = ctypes.windll.d3d10.D3D10GetVertexShaderProfile
D3D10GetVertexShaderProfile.restype = wintypes.LPSTR
D3D10GetVertexShaderProfile.argtypes = [
ctypes.c_void_p, # pDevice : ID3D10Device*
]require 'fiddle'
require 'fiddle/import'
lib = Fiddle.dlopen('d3d10.dll')
D3D10GetVertexShaderProfile = Fiddle::Function.new(
lib['D3D10GetVertexShaderProfile'],
[
Fiddle::TYPE_VOIDP, # pDevice : ID3D10Device*
],
Fiddle::TYPE_VOIDP)#[link(name = "d3d10")]
extern "system" {
fn D3D10GetVertexShaderProfile(
pDevice: *mut core::ffi::c_void // ID3D10Device*
) -> *mut u8;
}
// crates: windows-sys provides ready-made bindings for this API.$sig = @"
[DllImport("d3d10.dll")]
public static extern IntPtr D3D10GetVertexShaderProfile(IntPtr pDevice);
"@
$api = Add-Type -MemberDefinition $sig -Name 'd3d10_D3D10GetVertexShaderProfile' -Namespace Win32 -PassThru
# $api::D3D10GetVertexShaderProfile(pDevice)#uselib "d3d10.dll"
#func global D3D10GetVertexShaderProfile "D3D10GetVertexShaderProfile" sptr
; D3D10GetVertexShaderProfile pDevice ; 戻り値は stat
; pDevice : ID3D10Device* -> "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 D3D10GetVertexShaderProfile "D3D10GetVertexShaderProfile" sptr
; res = D3D10GetVertexShaderProfile(pDevice)
; pDevice : ID3D10Device* -> "sptr"; LPSTR D3D10GetVertexShaderProfile(ID3D10Device* pDevice)
#uselib "d3d10.dll"
#cfunc global D3D10GetVertexShaderProfile "D3D10GetVertexShaderProfile" intptr
; res = D3D10GetVertexShaderProfile(pDevice)
; pDevice : ID3D10Device* -> "intptr"import (
"golang.org/x/sys/windows"
"unsafe"
)
var (
d3d10 = windows.NewLazySystemDLL("d3d10.dll")
procD3D10GetVertexShaderProfile = d3d10.NewProc("D3D10GetVertexShaderProfile")
)
// pDevice (ID3D10Device*)
r1, _, err := procD3D10GetVertexShaderProfile.Call(
uintptr(pDevice),
)
_ = err // syscall.Errno (valid when the call sets last-error)
_ = r1 // LPSTRfunction D3D10GetVertexShaderProfile(
pDevice: Pointer // ID3D10Device*
): PAnsiChar; stdcall;
external 'd3d10.dll' name 'D3D10GetVertexShaderProfile';result := DllCall("d3d10\D3D10GetVertexShaderProfile"
, "Ptr", pDevice ; ID3D10Device*
, "Ptr") ; return: LPSTR●D3D10GetVertexShaderProfile(pDevice) = DLL("d3d10.dll", "char* D3D10GetVertexShaderProfile(void*)")
# 呼び出し: D3D10GetVertexShaderProfile(pDevice)
# pDevice : ID3D10Device* -> "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)。