Win32 API 日本語リファレンス
ホームGraphics.Direct3D10 › D3D10StateBlockMaskUnion

D3D10StateBlockMaskUnion

関数
2つのステートブロックマスクの和集合を計算する。
DLLd3d10.dll呼出規約winapi

シグネチャ

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

HRESULT D3D10StateBlockMaskUnion(
    D3D10_STATE_BLOCK_MASK* pA,
    D3D10_STATE_BLOCK_MASK* pB,
    D3D10_STATE_BLOCK_MASK* pResult
);

パラメーター

名前方向
pAD3D10_STATE_BLOCK_MASK*in
pBD3D10_STATE_BLOCK_MASK*in
pResultD3D10_STATE_BLOCK_MASK*out

戻り値の型: HRESULT

各言語での呼び出し定義

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

HRESULT D3D10StateBlockMaskUnion(
    D3D10_STATE_BLOCK_MASK* pA,
    D3D10_STATE_BLOCK_MASK* pB,
    D3D10_STATE_BLOCK_MASK* pResult
);
[DllImport("d3d10.dll", ExactSpelling = true)]
static extern int D3D10StateBlockMaskUnion(
    IntPtr pA,   // D3D10_STATE_BLOCK_MASK*
    IntPtr pB,   // D3D10_STATE_BLOCK_MASK*
    IntPtr pResult   // D3D10_STATE_BLOCK_MASK* out
);
<DllImport("d3d10.dll", ExactSpelling:=True)>
Public Shared Function D3D10StateBlockMaskUnion(
    pA As IntPtr,   ' D3D10_STATE_BLOCK_MASK*
    pB As IntPtr,   ' D3D10_STATE_BLOCK_MASK*
    pResult As IntPtr   ' D3D10_STATE_BLOCK_MASK* out
) As Integer
End Function
' pA : D3D10_STATE_BLOCK_MASK*
' pB : D3D10_STATE_BLOCK_MASK*
' pResult : D3D10_STATE_BLOCK_MASK* out
Declare PtrSafe Function D3D10StateBlockMaskUnion Lib "d3d10" ( _
    ByVal pA As LongPtr, _
    ByVal pB As LongPtr, _
    ByVal pResult 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

D3D10StateBlockMaskUnion = ctypes.windll.d3d10.D3D10StateBlockMaskUnion
D3D10StateBlockMaskUnion.restype = ctypes.c_int
D3D10StateBlockMaskUnion.argtypes = [
    ctypes.c_void_p,  # pA : D3D10_STATE_BLOCK_MASK*
    ctypes.c_void_p,  # pB : D3D10_STATE_BLOCK_MASK*
    ctypes.c_void_p,  # pResult : D3D10_STATE_BLOCK_MASK* out
]
require 'fiddle'
require 'fiddle/import'

lib = Fiddle.dlopen('d3d10.dll')
D3D10StateBlockMaskUnion = Fiddle::Function.new(
  lib['D3D10StateBlockMaskUnion'],
  [
    Fiddle::TYPE_VOIDP,  # pA : D3D10_STATE_BLOCK_MASK*
    Fiddle::TYPE_VOIDP,  # pB : D3D10_STATE_BLOCK_MASK*
    Fiddle::TYPE_VOIDP,  # pResult : D3D10_STATE_BLOCK_MASK* out
  ],
  Fiddle::TYPE_INT)
#[link(name = "d3d10")]
extern "system" {
    fn D3D10StateBlockMaskUnion(
        pA: *mut D3D10_STATE_BLOCK_MASK,  // D3D10_STATE_BLOCK_MASK*
        pB: *mut D3D10_STATE_BLOCK_MASK,  // D3D10_STATE_BLOCK_MASK*
        pResult: *mut D3D10_STATE_BLOCK_MASK  // D3D10_STATE_BLOCK_MASK* out
    ) -> i32;
}
// crates: windows-sys provides ready-made bindings for this API.
$sig = @"
[DllImport("d3d10.dll")]
public static extern int D3D10StateBlockMaskUnion(IntPtr pA, IntPtr pB, IntPtr pResult);
"@
$api = Add-Type -MemberDefinition $sig -Name 'd3d10_D3D10StateBlockMaskUnion' -Namespace Win32 -PassThru
# $api::D3D10StateBlockMaskUnion(pA, pB, pResult)
#uselib "d3d10.dll"
#func global D3D10StateBlockMaskUnion "D3D10StateBlockMaskUnion" sptr, sptr, sptr
; D3D10StateBlockMaskUnion varptr(pA), varptr(pB), varptr(pResult)   ; 戻り値は stat
; pA : D3D10_STATE_BLOCK_MASK* -> "sptr"
; pB : D3D10_STATE_BLOCK_MASK* -> "sptr"
; pResult : D3D10_STATE_BLOCK_MASK* 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。
出力引数:
#uselib "d3d10.dll"
#cfunc global D3D10StateBlockMaskUnion "D3D10StateBlockMaskUnion" var, var, var
; res = D3D10StateBlockMaskUnion(pA, pB, pResult)
; pA : D3D10_STATE_BLOCK_MASK* -> "var"
; pB : D3D10_STATE_BLOCK_MASK* -> "var"
; pResult : D3D10_STATE_BLOCK_MASK* out -> "var"
; ※出力/バッファ引数は var 方式(変数を直接渡す)。varptr 方式にも切替可。
出力引数:
; HRESULT D3D10StateBlockMaskUnion(D3D10_STATE_BLOCK_MASK* pA, D3D10_STATE_BLOCK_MASK* pB, D3D10_STATE_BLOCK_MASK* pResult)
#uselib "d3d10.dll"
#cfunc global D3D10StateBlockMaskUnion "D3D10StateBlockMaskUnion" var, var, var
; res = D3D10StateBlockMaskUnion(pA, pB, pResult)
; pA : D3D10_STATE_BLOCK_MASK* -> "var"
; pB : D3D10_STATE_BLOCK_MASK* -> "var"
; pResult : D3D10_STATE_BLOCK_MASK* out -> "var"
; ※出力/バッファ引数は var 方式(変数を直接渡す)。varptr 方式にも切替可。
import (
	"golang.org/x/sys/windows"
	"unsafe"
)

var (
	d3d10 = windows.NewLazySystemDLL("d3d10.dll")
	procD3D10StateBlockMaskUnion = d3d10.NewProc("D3D10StateBlockMaskUnion")
)

// pA (D3D10_STATE_BLOCK_MASK*), pB (D3D10_STATE_BLOCK_MASK*), pResult (D3D10_STATE_BLOCK_MASK* out)
r1, _, err := procD3D10StateBlockMaskUnion.Call(
	uintptr(pA),
	uintptr(pB),
	uintptr(pResult),
)
_ = err  // syscall.Errno (valid when the call sets last-error)
_ = r1   // HRESULT
function D3D10StateBlockMaskUnion(
  pA: Pointer;   // D3D10_STATE_BLOCK_MASK*
  pB: Pointer;   // D3D10_STATE_BLOCK_MASK*
  pResult: Pointer   // D3D10_STATE_BLOCK_MASK* out
): Integer; stdcall;
  external 'd3d10.dll' name 'D3D10StateBlockMaskUnion';
result := DllCall("d3d10\D3D10StateBlockMaskUnion"
    , "Ptr", pA   ; D3D10_STATE_BLOCK_MASK*
    , "Ptr", pB   ; D3D10_STATE_BLOCK_MASK*
    , "Ptr", pResult   ; D3D10_STATE_BLOCK_MASK* out
    , "Int")   ; return: HRESULT
●D3D10StateBlockMaskUnion(pA, pB, pResult) = DLL("d3d10.dll", "int D3D10StateBlockMaskUnion(void*, void*, void*)")
# 呼び出し: D3D10StateBlockMaskUnion(pA, pB, pResult)
# pA : D3D10_STATE_BLOCK_MASK* -> "void*"
# pB : D3D10_STATE_BLOCK_MASK* -> "void*"
# pResult : D3D10_STATE_BLOCK_MASK* 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)。