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D3D10ReflectShader

関数
シェーダーバイトコードからリフレクションインターフェースを生成する。
DLLd3d10.dll呼出規約winapi

シグネチャ

// d3d10.dll
#include <windows.h>

HRESULT D3D10ReflectShader(
    const void* pShaderBytecode,
    UINT_PTR BytecodeLength,
    ID3D10ShaderReflection** ppReflector
);

パラメーター

名前方向
pShaderBytecodevoid*in
BytecodeLengthUINT_PTRin
ppReflectorID3D10ShaderReflection**out

戻り値の型: HRESULT

各言語での呼び出し定義

// d3d10.dll
#include <windows.h>

HRESULT D3D10ReflectShader(
    const void* pShaderBytecode,
    UINT_PTR BytecodeLength,
    ID3D10ShaderReflection** ppReflector
);
[DllImport("d3d10.dll", ExactSpelling = true)]
static extern int D3D10ReflectShader(
    IntPtr pShaderBytecode,   // void*
    UIntPtr BytecodeLength,   // UINT_PTR
    IntPtr ppReflector   // ID3D10ShaderReflection** out
);
<DllImport("d3d10.dll", ExactSpelling:=True)>
Public Shared Function D3D10ReflectShader(
    pShaderBytecode As IntPtr,   ' void*
    BytecodeLength As UIntPtr,   ' UINT_PTR
    ppReflector As IntPtr   ' ID3D10ShaderReflection** out
) As Integer
End Function
' pShaderBytecode : void*
' BytecodeLength : UINT_PTR
' ppReflector : ID3D10ShaderReflection** out
Declare PtrSafe Function D3D10ReflectShader Lib "d3d10" ( _
    ByVal pShaderBytecode As LongPtr, _
    ByVal BytecodeLength As LongPtr, _
    ByVal ppReflector 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

D3D10ReflectShader = ctypes.windll.d3d10.D3D10ReflectShader
D3D10ReflectShader.restype = ctypes.c_int
D3D10ReflectShader.argtypes = [
    ctypes.POINTER(None),  # pShaderBytecode : void*
    ctypes.c_size_t,  # BytecodeLength : UINT_PTR
    ctypes.c_void_p,  # ppReflector : ID3D10ShaderReflection** out
]
require 'fiddle'
require 'fiddle/import'

lib = Fiddle.dlopen('d3d10.dll')
D3D10ReflectShader = Fiddle::Function.new(
  lib['D3D10ReflectShader'],
  [
    Fiddle::TYPE_VOIDP,  # pShaderBytecode : void*
    Fiddle::TYPE_UINTPTR_T,  # BytecodeLength : UINT_PTR
    Fiddle::TYPE_VOIDP,  # ppReflector : ID3D10ShaderReflection** out
  ],
  Fiddle::TYPE_INT)
#[link(name = "d3d10")]
extern "system" {
    fn D3D10ReflectShader(
        pShaderBytecode: *const (),  // void*
        BytecodeLength: usize,  // UINT_PTR
        ppReflector: *mut *mut core::ffi::c_void  // ID3D10ShaderReflection** out
    ) -> i32;
}
// crates: windows-sys provides ready-made bindings for this API.
$sig = @"
[DllImport("d3d10.dll")]
public static extern int D3D10ReflectShader(IntPtr pShaderBytecode, UIntPtr BytecodeLength, IntPtr ppReflector);
"@
$api = Add-Type -MemberDefinition $sig -Name 'd3d10_D3D10ReflectShader' -Namespace Win32 -PassThru
# $api::D3D10ReflectShader(pShaderBytecode, BytecodeLength, ppReflector)
#uselib "d3d10.dll"
#func global D3D10ReflectShader "D3D10ReflectShader" sptr, sptr, sptr
; D3D10ReflectShader pShaderBytecode, BytecodeLength, ppReflector   ; 戻り値は stat
; pShaderBytecode : void* -> "sptr"
; BytecodeLength : UINT_PTR -> "sptr"
; ppReflector : ID3D10ShaderReflection** 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 D3D10ReflectShader "D3D10ReflectShader" sptr, sptr, sptr
; res = D3D10ReflectShader(pShaderBytecode, BytecodeLength, ppReflector)
; pShaderBytecode : void* -> "sptr"
; BytecodeLength : UINT_PTR -> "sptr"
; ppReflector : ID3D10ShaderReflection** out -> "sptr"
; HRESULT D3D10ReflectShader(void* pShaderBytecode, UINT_PTR BytecodeLength, ID3D10ShaderReflection** ppReflector)
#uselib "d3d10.dll"
#cfunc global D3D10ReflectShader "D3D10ReflectShader" intptr, intptr, intptr
; res = D3D10ReflectShader(pShaderBytecode, BytecodeLength, ppReflector)
; pShaderBytecode : void* -> "intptr"
; BytecodeLength : UINT_PTR -> "intptr"
; ppReflector : ID3D10ShaderReflection** out -> "intptr"
import (
	"golang.org/x/sys/windows"
	"unsafe"
)

var (
	d3d10 = windows.NewLazySystemDLL("d3d10.dll")
	procD3D10ReflectShader = d3d10.NewProc("D3D10ReflectShader")
)

// pShaderBytecode (void*), BytecodeLength (UINT_PTR), ppReflector (ID3D10ShaderReflection** out)
r1, _, err := procD3D10ReflectShader.Call(
	uintptr(pShaderBytecode),
	uintptr(BytecodeLength),
	uintptr(ppReflector),
)
_ = err  // syscall.Errno (valid when the call sets last-error)
_ = r1   // HRESULT
function D3D10ReflectShader(
  pShaderBytecode: Pointer;   // void*
  BytecodeLength: NativeUInt;   // UINT_PTR
  ppReflector: Pointer   // ID3D10ShaderReflection** out
): Integer; stdcall;
  external 'd3d10.dll' name 'D3D10ReflectShader';
result := DllCall("d3d10\D3D10ReflectShader"
    , "Ptr", pShaderBytecode   ; void*
    , "UPtr", BytecodeLength   ; UINT_PTR
    , "Ptr", ppReflector   ; ID3D10ShaderReflection** out
    , "Int")   ; return: HRESULT
●D3D10ReflectShader(pShaderBytecode, BytecodeLength, ppReflector) = DLL("d3d10.dll", "int D3D10ReflectShader(void*, int, void*)")
# 呼び出し: D3D10ReflectShader(pShaderBytecode, BytecodeLength, ppReflector)
# pShaderBytecode : void* -> "void*"
# BytecodeLength : UINT_PTR -> "int"
# ppReflector : ID3D10ShaderReflection** 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)。