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D3D11On12CreateDevice

関数
既存のDirect3D12デバイス上にDirect3D11デバイスを作成する。
DLLd3d11.dll呼出規約winapi

シグネチャ

// d3d11.dll
#include <windows.h>

HRESULT D3D11On12CreateDevice(
    IUnknown* pDevice,
    DWORD Flags,
    const D3D_FEATURE_LEVEL* pFeatureLevels,   // optional
    DWORD FeatureLevels,
    IUnknown** ppCommandQueues,   // optional
    DWORD NumQueues,
    DWORD NodeMask,
    ID3D11Device** ppDevice,   // optional
    ID3D11DeviceContext** ppImmediateContext,   // optional
    D3D_FEATURE_LEVEL* pChosenFeatureLevel   // optional
);

パラメーター

名前方向説明
pDeviceIUnknown*inDirect3D 11 との相互運用に使用する、既存の Direct3D 12 デバイスを指定します。NULL にすることはできません。
FlagsDWORDinD3D11_CREATE_DEVICE_FLAG のフラグを 1 つ以上ビットごとの OR で組み合わせた値です。これらは D3D11CreateDeviceAndSwapChain で使用されるフラグと同じです。有効にするランタイムのレイヤーを指定します。Flags はデバイスのフラグと互換性がある必要があり、その NodeMask は present API に渡される NodeMask のサブセットである必要があります。
pFeatureLevelsD3D_FEATURE_LEVEL*inoptional

次のいずれかの値の配列です。

Direct3D 12 デバイスの機能レベル以下である最初の機能レベルが、Direct3D 11 の検証を行うために使用されます。使用可能な機能レベルが 1 つも指定されていない場合、作成は失敗します。NULL を指定した場合は、既定で Direct3D 12 デバイスの機能レベルが使用されます。

FeatureLevelsDWORDinpFeatureLevels 配列のサイズ (つまり要素数) です。
ppCommandQueuesIUnknown**inoptionalD3D11On12 が使用する、一意のキューの配列です。キューは 3D コマンド キューの種類である必要があります。
NumQueuesDWORDinppCommandQueues 配列のサイズ (つまり要素数) です。
NodeMaskDWORDin使用する Direct3D 12 デバイスのノードを指定します。設定できるビットは 1 つだけです。
ppDeviceID3D11Device**outoptional返される ID3D11Device へのポインターです。NULL でもかまいません。
ppImmediateContextID3D11DeviceContext**outoptional返される ID3D11DeviceContext へのポインターです。NULL でもかまいません。
pChosenFeatureLevelD3D_FEATURE_LEVEL*outoptional返される機能レベルへのポインターです。NULL でもかまいません。

戻り値の型: HRESULT

公式ドキュメント

Direct3D 12 上で Direct3D 11 の機能を使用するデバイスを作成します。Direct3D 11 との相互運用に使用する既存の Direct3D 12 デバイスを指定します。

戻り値

型: HRESULT

このメソッドは、D3D11CreateDevice について記載されている Direct3D 12 の戻り値コードのいずれかを返します。

FlagsD3D11_CREATE_DEVICE_DEBUG を指定し、かつコンピューターにインストールされているデバッグ レイヤーのバージョンが正しくない場合、このメソッドは DXGI_ERROR_SDK_COMPONENT_MISSING を返します。正しいバージョンを入手するには、最新の Windows SDK をインストールしてください。

解説(Remarks)

関数シグネチャ PFN_D3D11ON12_CREATE_DEVICE が typedef として提供されているため、静的リンクの代わりに動的リンクの手法 (GetProcAddress) を使用できます。

使用例

11On12 デバイスを介して Direct2D を使用し、Direct3D 12 の上にテキストを描画するには、レンダリング パイプラインの依存関係を読み込みます。

// Load the rendering pipeline dependencies.
void D3D1211on12::LoadPipeline()
{
    UINT d3d11DeviceFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
    D2D1_FACTORY_OPTIONS d2dFactoryOptions = {};
#if defined(_DEBUG)
    // Enable the D2D debug layer.
    d2dFactoryOptions.debugLevel = D2D1_DEBUG_LEVEL_INFORMATION;

    // Enable the Direct3D 11 debug layer.
    d3d11DeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
    
    // Enable the Direct3D 12 debug layer.
    {
        ComPtr<ID3D12Debug> debugController;
        if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
        {
            debugController->EnableDebugLayer();
        }
    }
#endif

    ComPtr<IDXGIFactory4> factory;
    ThrowIfFailed(CreateDXGIFactory1(IID_PPV_ARGS(&factory)));

    if (m_useWarpDevice)
    {
        ComPtr<IDXGIAdapter> warpAdapter;
        ThrowIfFailed(factory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter)));

        ThrowIfFailed(D3D12CreateDevice(
            warpAdapter.Get(),
            D3D_FEATURE_LEVEL_11_0,
            IID_PPV_ARGS(&m_d3d12Device)
            ));
    }
    else
    {
        ComPtr<IDXGIAdapter1> hardwareAdapter;
        GetHardwareAdapter(factory.Get(), &hardwareAdapter);

        ThrowIfFailed(D3D12CreateDevice(
            hardwareAdapter.Get(),
            D3D_FEATURE_LEVEL_11_0,
            IID_PPV_ARGS(&m_d3d12Device)
            ));
    }

    // Describe and create the command queue.
    D3D12_COMMAND_QUEUE_DESC queueDesc = {};
    queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
    queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;

    ThrowIfFailed(m_d3d12Device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_commandQueue)));

    // Describe the swap chain.
    DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
    swapChainDesc.BufferCount = FrameCount;
    swapChainDesc.BufferDesc.Width = m_width;
    swapChainDesc.BufferDesc.Height = m_height;
    swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
    swapChainDesc.OutputWindow = Win32Application::GetHwnd();
    swapChainDesc.SampleDesc.Count = 1;
    swapChainDesc.Windowed = TRUE;

    ComPtr<IDXGISwapChain> swapChain;
    ThrowIfFailed(factory->CreateSwapChain(
        m_commandQueue.Get(),        // Swap chain needs the queue so that it can force a flush on it.
        &swapChainDesc,
        &swapChain
        ));

    ThrowIfFailed(swapChain.As(&m_swapChain));

    // This sample does not support fullscreen transitions.
    ThrowIfFailed(factory->MakeWindowAssociation(Win32Application::GetHwnd(), DXGI_MWA_NO_ALT_ENTER));

    m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();

    // Create an 11 device wrapped around the 12 device and share
    // 12's command queue.
    ComPtr<ID3D11Device> d3d11Device;
    ThrowIfFailed(D3D11On12CreateDevice(
        m_d3d12Device.Get(),
        d3d11DeviceFlags,
        nullptr,
        0,
        reinterpret_cast<IUnknown**>(m_commandQueue.GetAddressOf()),
        1,
        0,
        &d3d11Device,
        &m_d3d11DeviceContext,
        nullptr
        ));

    // Query the 11On12 device from the 11 device.
    ThrowIfFailed(d3d11Device.As(&m_d3d11On12Device));

    // Create D2D/DWrite components.
    {
        D2D1_DEVICE_CONTEXT_OPTIONS deviceOptions = D2D1_DEVICE_CONTEXT_OPTIONS_NONE;
        ThrowIfFailed(D2D1CreateFactory(
            D2D1_FACTORY_TYPE_SINGLE_THREADED,
            __uuidof(ID2D1Factory3),
            &d2dFactoryOptions,
            &m_d2dFactory));
        ComPtr<IDXGIDevice> dxgiDevice;
        ThrowIfFailed(m_d3d11On12Device.As(&dxgiDevice));
        ThrowIfFailed(m_d2dFactory->CreateDevice(dxgiDevice.Get(), &m_d2dDevice));
        ThrowIfFailed(m_d2dDevice->CreateDeviceContext(deviceOptions, &m_d2dDeviceContext));
        ThrowIfFailed(DWriteCreateFactory(
            DWRITE_FACTORY_TYPE_SHARED,
            __uuidof(IDWriteFactory),
            &m_dWriteFactory));
    }

    // Query the desktop's dpi settings, which will be used to create
    // D2D's render targets.
    float dpi = GetDpiForWindow(Win32Application::GetHwnd());
    D2D1_BITMAP_PROPERTIES1 bitmapProperties = D2D1::BitmapProperties1(
        D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW,
        D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_PREMULTIPLIED),
        dpi,
        dpi
        );

    // Create descriptor heaps.
    {
        // Describe and create a render target view (RTV) descriptor heap.
        D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
        rtvHeapDesc.NumDescriptors = FrameCount;
        rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
        rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
        ThrowIfFailed(m_d3d12Device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap)));

        m_rtvDescriptorSize = 
            m_d3d12Device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
    }

    // Create frame resources.
    {
        CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart());

        // Create a RTV, D2D render target, and a command allocator for each frame.
        for (UINT n = 0; n < FrameCount; n++)
        {
            ThrowIfFailed(m_swapChain->GetBuffer(n, IID_PPV_ARGS(&m_renderTargets[n])));
            m_d3d12Device->CreateRenderTargetView(m_renderTargets[n].Get(), nullptr, rtvHandle);

            // Create a wrapped 11On12 resource of this back buffer. Since we are 
            // rendering all Direct3D 12 content first and then all D2D content, we specify 
            // the In resource state as RENDER_TARGET - because Direct3D 12 will have last 
            // used it in this state - and the Out resource state as PRESENT. When 
            // ReleaseWrappedResources() is called on the 11On12 device, the resource 
            // will be transitioned to the PRESENT state.
            D3D11_RESOURCE_FLAGS d3d11Flags = { D3D11_BIND_RENDER_TARGET };
            ThrowIfFailed(m_d3d11On12Device->CreateWrappedResource(
                m_renderTargets[n].Get(),
                &d3d11Flags,
                D3D12_RESOURCE_STATE_RENDER_TARGET,
                D3D12_RESOURCE_STATE_PRESENT,
                IID_PPV_ARGS(&m_wrappedBackBuffers[n])
                ));

            // Create a render target for D2D to draw directly to this back buffer.
            ComPtr<IDXGISurface> surface;
            ThrowIfFailed(m_wrappedBackBuffers[n].As(&surface));
            ThrowIfFailed(m_d2dDeviceContext->CreateBitmapFromDxgiSurface(
                surface.Get(),
                &bitmapProperties,
                &m_d2dRenderTargets[n]
                ));

            rtvHandle.Offset(1, m_rtvDescriptorSize);

            ThrowIfFailed(m_d3d12Device->CreateCommandAllocator(
                D3D12_COMMAND_LIST_TYPE_DIRECT,
                IID_PPV_ARGS(&m_commandAllocators[n])));
        }
    }
}

Direct3D 12 リファレンス コンテンツ内のサンプル コードに関する注意事項を参照してください。

出典・ライセンス: 上記「公式ドキュメント」の内容は Microsoft の Win32 API ドキュメント(MicrosoftDocs/sdk-api)を日本語に翻訳・改変したものです。© Microsoft Corporation. CC BY 4.0 で提供。
Microsoft 公式リファレンス: 英語 (en-us) · 日本語 (ja-jp) · 原文ソース (GitHub)

各言語での呼び出し定義

// d3d11.dll
#include <windows.h>

HRESULT D3D11On12CreateDevice(
    IUnknown* pDevice,
    DWORD Flags,
    const D3D_FEATURE_LEVEL* pFeatureLevels,   // optional
    DWORD FeatureLevels,
    IUnknown** ppCommandQueues,   // optional
    DWORD NumQueues,
    DWORD NodeMask,
    ID3D11Device** ppDevice,   // optional
    ID3D11DeviceContext** ppImmediateContext,   // optional
    D3D_FEATURE_LEVEL* pChosenFeatureLevel   // optional
);
[DllImport("d3d11.dll", ExactSpelling = true)]
static extern int D3D11On12CreateDevice(
    IntPtr pDevice,   // IUnknown*
    uint Flags,   // DWORD
    IntPtr pFeatureLevels,   // D3D_FEATURE_LEVEL* optional
    uint FeatureLevels,   // DWORD
    IntPtr ppCommandQueues,   // IUnknown** optional
    uint NumQueues,   // DWORD
    uint NodeMask,   // DWORD
    IntPtr ppDevice,   // ID3D11Device** optional, out
    IntPtr ppImmediateContext,   // ID3D11DeviceContext** optional, out
    IntPtr pChosenFeatureLevel   // D3D_FEATURE_LEVEL* optional, out
);
<DllImport("d3d11.dll", ExactSpelling:=True)>
Public Shared Function D3D11On12CreateDevice(
    pDevice As IntPtr,   ' IUnknown*
    Flags As UInteger,   ' DWORD
    pFeatureLevels As IntPtr,   ' D3D_FEATURE_LEVEL* optional
    FeatureLevels As UInteger,   ' DWORD
    ppCommandQueues As IntPtr,   ' IUnknown** optional
    NumQueues As UInteger,   ' DWORD
    NodeMask As UInteger,   ' DWORD
    ppDevice As IntPtr,   ' ID3D11Device** optional, out
    ppImmediateContext As IntPtr,   ' ID3D11DeviceContext** optional, out
    pChosenFeatureLevel As IntPtr   ' D3D_FEATURE_LEVEL* optional, out
) As Integer
End Function
' pDevice : IUnknown*
' Flags : DWORD
' pFeatureLevels : D3D_FEATURE_LEVEL* optional
' FeatureLevels : DWORD
' ppCommandQueues : IUnknown** optional
' NumQueues : DWORD
' NodeMask : DWORD
' ppDevice : ID3D11Device** optional, out
' ppImmediateContext : ID3D11DeviceContext** optional, out
' pChosenFeatureLevel : D3D_FEATURE_LEVEL* optional, out
Declare PtrSafe Function D3D11On12CreateDevice Lib "d3d11" ( _
    ByVal pDevice As LongPtr, _
    ByVal Flags As Long, _
    ByVal pFeatureLevels As LongPtr, _
    ByVal FeatureLevels As Long, _
    ByVal ppCommandQueues As LongPtr, _
    ByVal NumQueues As Long, _
    ByVal NodeMask As Long, _
    ByVal ppDevice As LongPtr, _
    ByVal ppImmediateContext As LongPtr, _
    ByVal pChosenFeatureLevel 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

D3D11On12CreateDevice = ctypes.windll.d3d11.D3D11On12CreateDevice
D3D11On12CreateDevice.restype = ctypes.c_int
D3D11On12CreateDevice.argtypes = [
    ctypes.c_void_p,  # pDevice : IUnknown*
    wintypes.DWORD,  # Flags : DWORD
    ctypes.c_void_p,  # pFeatureLevels : D3D_FEATURE_LEVEL* optional
    wintypes.DWORD,  # FeatureLevels : DWORD
    ctypes.c_void_p,  # ppCommandQueues : IUnknown** optional
    wintypes.DWORD,  # NumQueues : DWORD
    wintypes.DWORD,  # NodeMask : DWORD
    ctypes.c_void_p,  # ppDevice : ID3D11Device** optional, out
    ctypes.c_void_p,  # ppImmediateContext : ID3D11DeviceContext** optional, out
    ctypes.c_void_p,  # pChosenFeatureLevel : D3D_FEATURE_LEVEL* optional, out
]
require 'fiddle'
require 'fiddle/import'

lib = Fiddle.dlopen('d3d11.dll')
D3D11On12CreateDevice = Fiddle::Function.new(
  lib['D3D11On12CreateDevice'],
  [
    Fiddle::TYPE_VOIDP,  # pDevice : IUnknown*
    -Fiddle::TYPE_INT,  # Flags : DWORD
    Fiddle::TYPE_VOIDP,  # pFeatureLevels : D3D_FEATURE_LEVEL* optional
    -Fiddle::TYPE_INT,  # FeatureLevels : DWORD
    Fiddle::TYPE_VOIDP,  # ppCommandQueues : IUnknown** optional
    -Fiddle::TYPE_INT,  # NumQueues : DWORD
    -Fiddle::TYPE_INT,  # NodeMask : DWORD
    Fiddle::TYPE_VOIDP,  # ppDevice : ID3D11Device** optional, out
    Fiddle::TYPE_VOIDP,  # ppImmediateContext : ID3D11DeviceContext** optional, out
    Fiddle::TYPE_VOIDP,  # pChosenFeatureLevel : D3D_FEATURE_LEVEL* optional, out
  ],
  Fiddle::TYPE_INT)
#[link(name = "d3d11")]
extern "system" {
    fn D3D11On12CreateDevice(
        pDevice: *mut core::ffi::c_void,  // IUnknown*
        Flags: u32,  // DWORD
        pFeatureLevels: *const i32,  // D3D_FEATURE_LEVEL* optional
        FeatureLevels: u32,  // DWORD
        ppCommandQueues: *mut *mut core::ffi::c_void,  // IUnknown** optional
        NumQueues: u32,  // DWORD
        NodeMask: u32,  // DWORD
        ppDevice: *mut *mut core::ffi::c_void,  // ID3D11Device** optional, out
        ppImmediateContext: *mut *mut core::ffi::c_void,  // ID3D11DeviceContext** optional, out
        pChosenFeatureLevel: *mut i32  // D3D_FEATURE_LEVEL* optional, out
    ) -> i32;
}
// crates: windows-sys provides ready-made bindings for this API.
$sig = @"
[DllImport("d3d11.dll")]
public static extern int D3D11On12CreateDevice(IntPtr pDevice, uint Flags, IntPtr pFeatureLevels, uint FeatureLevels, IntPtr ppCommandQueues, uint NumQueues, uint NodeMask, IntPtr ppDevice, IntPtr ppImmediateContext, IntPtr pChosenFeatureLevel);
"@
$api = Add-Type -MemberDefinition $sig -Name 'd3d11_D3D11On12CreateDevice' -Namespace Win32 -PassThru
# $api::D3D11On12CreateDevice(pDevice, Flags, pFeatureLevels, FeatureLevels, ppCommandQueues, NumQueues, NodeMask, ppDevice, ppImmediateContext, pChosenFeatureLevel)
#uselib "d3d11.dll"
#func global D3D11On12CreateDevice "D3D11On12CreateDevice" sptr, sptr, sptr, sptr, sptr, sptr, sptr, sptr, sptr, sptr
; D3D11On12CreateDevice pDevice, Flags, varptr(pFeatureLevels), FeatureLevels, ppCommandQueues, NumQueues, NodeMask, ppDevice, ppImmediateContext, varptr(pChosenFeatureLevel)   ; 戻り値は stat
; pDevice : IUnknown* -> "sptr"
; Flags : DWORD -> "sptr"
; pFeatureLevels : D3D_FEATURE_LEVEL* optional -> "sptr"
; FeatureLevels : DWORD -> "sptr"
; ppCommandQueues : IUnknown** optional -> "sptr"
; NumQueues : DWORD -> "sptr"
; NodeMask : DWORD -> "sptr"
; ppDevice : ID3D11Device** optional, out -> "sptr"
; ppImmediateContext : ID3D11DeviceContext** optional, out -> "sptr"
; pChosenFeatureLevel : D3D_FEATURE_LEVEL* optional, 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 "d3d11.dll"
#cfunc global D3D11On12CreateDevice "D3D11On12CreateDevice" sptr, int, var, int, sptr, int, int, sptr, sptr, var
; res = D3D11On12CreateDevice(pDevice, Flags, pFeatureLevels, FeatureLevels, ppCommandQueues, NumQueues, NodeMask, ppDevice, ppImmediateContext, pChosenFeatureLevel)
; pDevice : IUnknown* -> "sptr"
; Flags : DWORD -> "int"
; pFeatureLevels : D3D_FEATURE_LEVEL* optional -> "var"
; FeatureLevels : DWORD -> "int"
; ppCommandQueues : IUnknown** optional -> "sptr"
; NumQueues : DWORD -> "int"
; NodeMask : DWORD -> "int"
; ppDevice : ID3D11Device** optional, out -> "sptr"
; ppImmediateContext : ID3D11DeviceContext** optional, out -> "sptr"
; pChosenFeatureLevel : D3D_FEATURE_LEVEL* optional, 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 D3D11On12CreateDevice(IUnknown* pDevice, DWORD Flags, D3D_FEATURE_LEVEL* pFeatureLevels, DWORD FeatureLevels, IUnknown** ppCommandQueues, DWORD NumQueues, DWORD NodeMask, ID3D11Device** ppDevice, ID3D11DeviceContext** ppImmediateContext, D3D_FEATURE_LEVEL* pChosenFeatureLevel)
#uselib "d3d11.dll"
#cfunc global D3D11On12CreateDevice "D3D11On12CreateDevice" intptr, int, var, int, intptr, int, int, intptr, intptr, var
; res = D3D11On12CreateDevice(pDevice, Flags, pFeatureLevels, FeatureLevels, ppCommandQueues, NumQueues, NodeMask, ppDevice, ppImmediateContext, pChosenFeatureLevel)
; pDevice : IUnknown* -> "intptr"
; Flags : DWORD -> "int"
; pFeatureLevels : D3D_FEATURE_LEVEL* optional -> "var"
; FeatureLevels : DWORD -> "int"
; ppCommandQueues : IUnknown** optional -> "intptr"
; NumQueues : DWORD -> "int"
; NodeMask : DWORD -> "int"
; ppDevice : ID3D11Device** optional, out -> "intptr"
; ppImmediateContext : ID3D11DeviceContext** optional, out -> "intptr"
; pChosenFeatureLevel : D3D_FEATURE_LEVEL* optional, 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 (
	d3d11 = windows.NewLazySystemDLL("d3d11.dll")
	procD3D11On12CreateDevice = d3d11.NewProc("D3D11On12CreateDevice")
)

// pDevice (IUnknown*), Flags (DWORD), pFeatureLevels (D3D_FEATURE_LEVEL* optional), FeatureLevels (DWORD), ppCommandQueues (IUnknown** optional), NumQueues (DWORD), NodeMask (DWORD), ppDevice (ID3D11Device** optional, out), ppImmediateContext (ID3D11DeviceContext** optional, out), pChosenFeatureLevel (D3D_FEATURE_LEVEL* optional, out)
r1, _, err := procD3D11On12CreateDevice.Call(
	uintptr(pDevice),
	uintptr(Flags),
	uintptr(pFeatureLevels),
	uintptr(FeatureLevels),
	uintptr(ppCommandQueues),
	uintptr(NumQueues),
	uintptr(NodeMask),
	uintptr(ppDevice),
	uintptr(ppImmediateContext),
	uintptr(pChosenFeatureLevel),
)
_ = err  // syscall.Errno (valid when the call sets last-error)
_ = r1   // HRESULT
function D3D11On12CreateDevice(
  pDevice: Pointer;   // IUnknown*
  Flags: DWORD;   // DWORD
  pFeatureLevels: Pointer;   // D3D_FEATURE_LEVEL* optional
  FeatureLevels: DWORD;   // DWORD
  ppCommandQueues: Pointer;   // IUnknown** optional
  NumQueues: DWORD;   // DWORD
  NodeMask: DWORD;   // DWORD
  ppDevice: Pointer;   // ID3D11Device** optional, out
  ppImmediateContext: Pointer;   // ID3D11DeviceContext** optional, out
  pChosenFeatureLevel: Pointer   // D3D_FEATURE_LEVEL* optional, out
): Integer; stdcall;
  external 'd3d11.dll' name 'D3D11On12CreateDevice';
result := DllCall("d3d11\D3D11On12CreateDevice"
    , "Ptr", pDevice   ; IUnknown*
    , "UInt", Flags   ; DWORD
    , "Ptr", pFeatureLevels   ; D3D_FEATURE_LEVEL* optional
    , "UInt", FeatureLevels   ; DWORD
    , "Ptr", ppCommandQueues   ; IUnknown** optional
    , "UInt", NumQueues   ; DWORD
    , "UInt", NodeMask   ; DWORD
    , "Ptr", ppDevice   ; ID3D11Device** optional, out
    , "Ptr", ppImmediateContext   ; ID3D11DeviceContext** optional, out
    , "Ptr", pChosenFeatureLevel   ; D3D_FEATURE_LEVEL* optional, out
    , "Int")   ; return: HRESULT
●D3D11On12CreateDevice(pDevice, Flags, pFeatureLevels, FeatureLevels, ppCommandQueues, NumQueues, NodeMask, ppDevice, ppImmediateContext, pChosenFeatureLevel) = DLL("d3d11.dll", "int D3D11On12CreateDevice(void*, dword, void*, dword, void*, dword, dword, void*, void*, void*)")
# 呼び出し: D3D11On12CreateDevice(pDevice, Flags, pFeatureLevels, FeatureLevels, ppCommandQueues, NumQueues, NodeMask, ppDevice, ppImmediateContext, pChosenFeatureLevel)
# pDevice : IUnknown* -> "void*"
# Flags : DWORD -> "dword"
# pFeatureLevels : D3D_FEATURE_LEVEL* optional -> "void*"
# FeatureLevels : DWORD -> "dword"
# ppCommandQueues : IUnknown** optional -> "void*"
# NumQueues : DWORD -> "dword"
# NodeMask : DWORD -> "dword"
# ppDevice : ID3D11Device** optional, out -> "void*"
# ppImmediateContext : ID3D11DeviceContext** optional, out -> "void*"
# pChosenFeatureLevel : D3D_FEATURE_LEVEL* optional, 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)。
const std = @import("std");

extern "d3d11" fn D3D11On12CreateDevice(
    pDevice: ?*anyopaque, // IUnknown*
    Flags: u32, // DWORD
    pFeatureLevels: [*c]i32, // D3D_FEATURE_LEVEL* optional
    FeatureLevels: u32, // DWORD
    ppCommandQueues: ?*anyopaque, // IUnknown** optional
    NumQueues: u32, // DWORD
    NodeMask: u32, // DWORD
    ppDevice: ?*anyopaque, // ID3D11Device** optional, out
    ppImmediateContext: ?*anyopaque, // ID3D11DeviceContext** optional, out
    pChosenFeatureLevel: [*c]i32 // D3D_FEATURE_LEVEL* optional, out
) callconv(std.os.windows.WINAPI) i32;
proc D3D11On12CreateDevice(
    pDevice: pointer,  # IUnknown*
    Flags: uint32,  # DWORD
    pFeatureLevels: ptr int32,  # D3D_FEATURE_LEVEL* optional
    FeatureLevels: uint32,  # DWORD
    ppCommandQueues: pointer,  # IUnknown** optional
    NumQueues: uint32,  # DWORD
    NodeMask: uint32,  # DWORD
    ppDevice: pointer,  # ID3D11Device** optional, out
    ppImmediateContext: pointer,  # ID3D11DeviceContext** optional, out
    pChosenFeatureLevel: ptr int32  # D3D_FEATURE_LEVEL* optional, out
): int32 {.importc: "D3D11On12CreateDevice", stdcall, dynlib: "d3d11.dll".}
pragma(lib, "d3d11");
extern(Windows)
int D3D11On12CreateDevice(
    void* pDevice,   // IUnknown*
    uint Flags,   // DWORD
    int* pFeatureLevels,   // D3D_FEATURE_LEVEL* optional
    uint FeatureLevels,   // DWORD
    void* ppCommandQueues,   // IUnknown** optional
    uint NumQueues,   // DWORD
    uint NodeMask,   // DWORD
    void* ppDevice,   // ID3D11Device** optional, out
    void* ppImmediateContext,   // ID3D11DeviceContext** optional, out
    int* pChosenFeatureLevel   // D3D_FEATURE_LEVEL* optional, out
);
ccall((:D3D11On12CreateDevice, "d3d11.dll"), stdcall, Int32,
      (Ptr{Cvoid}, UInt32, Ptr{Int32}, UInt32, Ptr{Cvoid}, UInt32, UInt32, Ptr{Cvoid}, Ptr{Cvoid}, Ptr{Int32}),
      pDevice, Flags, pFeatureLevels, FeatureLevels, ppCommandQueues, NumQueues, NodeMask, ppDevice, ppImmediateContext, pChosenFeatureLevel)
# pDevice : IUnknown* -> Ptr{Cvoid}
# Flags : DWORD -> UInt32
# pFeatureLevels : D3D_FEATURE_LEVEL* optional -> Ptr{Int32}
# FeatureLevels : DWORD -> UInt32
# ppCommandQueues : IUnknown** optional -> Ptr{Cvoid}
# NumQueues : DWORD -> UInt32
# NodeMask : DWORD -> UInt32
# ppDevice : ID3D11Device** optional, out -> Ptr{Cvoid}
# ppImmediateContext : ID3D11DeviceContext** optional, out -> Ptr{Cvoid}
# pChosenFeatureLevel : D3D_FEATURE_LEVEL* optional, out -> Ptr{Int32}
# stdcall は 32bit のみ意味を持つ(x64 では無視)。
local ffi = require("ffi")
ffi.cdef[[
int32_t D3D11On12CreateDevice(
    void* pDevice,
    uint32_t Flags,
    int32_t* pFeatureLevels,
    uint32_t FeatureLevels,
    void* ppCommandQueues,
    uint32_t NumQueues,
    uint32_t NodeMask,
    void* ppDevice,
    void* ppImmediateContext,
    int32_t* pChosenFeatureLevel);
]]
local d3d11 = ffi.load("d3d11")
-- d3d11.D3D11On12CreateDevice(pDevice, Flags, pFeatureLevels, FeatureLevels, ppCommandQueues, NumQueues, NodeMask, ppDevice, ppImmediateContext, pChosenFeatureLevel)
-- pDevice : IUnknown*
-- Flags : DWORD
-- pFeatureLevels : D3D_FEATURE_LEVEL* optional
-- FeatureLevels : DWORD
-- ppCommandQueues : IUnknown** optional
-- NumQueues : DWORD
-- NodeMask : DWORD
-- ppDevice : ID3D11Device** optional, out
-- ppImmediateContext : ID3D11DeviceContext** optional, out
-- pChosenFeatureLevel : D3D_FEATURE_LEVEL* optional, out
-- 構造体/GUIDへのポインタは cdef が通るよう void* で表記(実型は各引数コメント参照)。値渡し構造体・enum は対応する typedef を cdef に追加すること。
const koffi = require('koffi');
const lib = koffi.load('d3d11.dll');
const D3D11On12CreateDevice = lib.func('__stdcall', 'D3D11On12CreateDevice', 'int32_t', ['void *', 'uint32_t', 'int32_t *', 'uint32_t', 'void *', 'uint32_t', 'uint32_t', 'void *', 'void *', 'int32_t *']);
// D3D11On12CreateDevice(pDevice, Flags, pFeatureLevels, FeatureLevels, ppCommandQueues, NumQueues, NodeMask, ppDevice, ppImmediateContext, pChosenFeatureLevel)
// pDevice : IUnknown* -> 'void *'
// Flags : DWORD -> 'uint32_t'
// pFeatureLevels : D3D_FEATURE_LEVEL* optional -> 'int32_t *'
// FeatureLevels : DWORD -> 'uint32_t'
// ppCommandQueues : IUnknown** optional -> 'void *'
// NumQueues : DWORD -> 'uint32_t'
// NodeMask : DWORD -> 'uint32_t'
// ppDevice : ID3D11Device** optional, out -> 'void *'
// ppImmediateContext : ID3D11DeviceContext** optional, out -> 'void *'
// pChosenFeatureLevel : D3D_FEATURE_LEVEL* optional, out -> 'int32_t *'
// 出力ポインタは koffi.out(...) で包む。構造体は koffi.struct で定義。
const lib = Deno.dlopen("d3d11.dll", {
  D3D11On12CreateDevice: { parameters: ["pointer", "u32", "pointer", "u32", "pointer", "u32", "u32", "pointer", "pointer", "pointer"], result: "i32" },
});
// lib.symbols.D3D11On12CreateDevice(pDevice, Flags, pFeatureLevels, FeatureLevels, ppCommandQueues, NumQueues, NodeMask, ppDevice, ppImmediateContext, pChosenFeatureLevel)
// pDevice : IUnknown* -> "pointer"
// Flags : DWORD -> "u32"
// pFeatureLevels : D3D_FEATURE_LEVEL* optional -> "pointer"
// FeatureLevels : DWORD -> "u32"
// ppCommandQueues : IUnknown** optional -> "pointer"
// NumQueues : DWORD -> "u32"
// NodeMask : DWORD -> "u32"
// ppDevice : ID3D11Device** optional, out -> "pointer"
// ppImmediateContext : ID3D11DeviceContext** optional, out -> "pointer"
// pChosenFeatureLevel : D3D_FEATURE_LEVEL* optional, out -> "pointer"
// 文字列引数は "buffer"(NUL 終端のバイト列を Uint8Array で渡す)。
// 値渡し構造体は { struct: [ ...field types... ] } を使用。
<?php
$ffi = FFI::cdef(<<<C
int32_t D3D11On12CreateDevice(
    void* pDevice,
    uint32_t Flags,
    int32_t* pFeatureLevels,
    uint32_t FeatureLevels,
    void* ppCommandQueues,
    uint32_t NumQueues,
    uint32_t NodeMask,
    void* ppDevice,
    void* ppImmediateContext,
    int32_t* pChosenFeatureLevel);
C, "d3d11.dll");
// $ffi->D3D11On12CreateDevice(pDevice, Flags, pFeatureLevels, FeatureLevels, ppCommandQueues, NumQueues, NodeMask, ppDevice, ppImmediateContext, pChosenFeatureLevel);
// pDevice : IUnknown*
// Flags : DWORD
// pFeatureLevels : D3D_FEATURE_LEVEL* optional
// FeatureLevels : DWORD
// ppCommandQueues : IUnknown** optional
// NumQueues : DWORD
// NodeMask : DWORD
// ppDevice : ID3D11Device** optional, out
// ppImmediateContext : ID3D11DeviceContext** optional, out
// pChosenFeatureLevel : D3D_FEATURE_LEVEL* optional, out
// 構造体/GUIDへのポインタは cdef が通るよう void* で表記(実型は各引数コメント参照)。値渡し構造体・enum は対応する typedef を cdef に追加すること。
// WINAPI(stdcall): x64 では呼出規約が統一されるため問題なし。x86 では __stdcall 対応のラッパが必要な場合あり。
import com.sun.jna.*;
import com.sun.jna.ptr.*;
import com.sun.jna.win32.StdCallLibrary;
import com.sun.jna.win32.W32APIOptions;

public interface D3d11 extends StdCallLibrary {
    D3d11 INSTANCE = Native.load("d3d11", D3d11.class);
    int D3D11On12CreateDevice(
        Pointer pDevice,   // IUnknown*
        int Flags,   // DWORD
        IntByReference pFeatureLevels,   // D3D_FEATURE_LEVEL* optional
        int FeatureLevels,   // DWORD
        Pointer ppCommandQueues,   // IUnknown** optional
        int NumQueues,   // DWORD
        int NodeMask,   // DWORD
        Pointer ppDevice,   // ID3D11Device** optional, out
        Pointer ppImmediateContext,   // ID3D11DeviceContext** optional, out
        IntByReference pChosenFeatureLevel   // D3D_FEATURE_LEVEL* optional, out
    );
}
@[Link("d3d11")]
lib Libd3d11
  fun D3D11On12CreateDevice = D3D11On12CreateDevice(
    pDevice : Void*,   # IUnknown*
    Flags : UInt32,   # DWORD
    pFeatureLevels : Int32*,   # D3D_FEATURE_LEVEL* optional
    FeatureLevels : UInt32,   # DWORD
    ppCommandQueues : Void*,   # IUnknown** optional
    NumQueues : UInt32,   # DWORD
    NodeMask : UInt32,   # DWORD
    ppDevice : Void*,   # ID3D11Device** optional, out
    ppImmediateContext : Void*,   # ID3D11DeviceContext** optional, out
    pChosenFeatureLevel : Int32*   # D3D_FEATURE_LEVEL* optional, out
  ) : Int32
end
# 構造体/GUID/enum は lib 内に対応する型定義が必要。
# 呼出規約: x64 は規約統一のため OK。x86(32bit)は WINAPI=stdcall だが Crystal の fun に stdcall 付与構文がなく非対応。
import 'dart:ffi';
import 'package:ffi/ffi.dart';

typedef D3D11On12CreateDeviceNative = Int32 Function(Pointer<Void>, Uint32, Pointer<Int32>, Uint32, Pointer<Void>, Uint32, Uint32, Pointer<Void>, Pointer<Void>, Pointer<Int32>);
typedef D3D11On12CreateDeviceDart = int Function(Pointer<Void>, int, Pointer<Int32>, int, Pointer<Void>, int, int, Pointer<Void>, Pointer<Void>, Pointer<Int32>);
final D3D11On12CreateDevice = DynamicLibrary.open('d3d11.dll')
    .lookupFunction<D3D11On12CreateDeviceNative, D3D11On12CreateDeviceDart>('D3D11On12CreateDevice');
// pDevice : IUnknown* -> Pointer<Void>
// Flags : DWORD -> Uint32
// pFeatureLevels : D3D_FEATURE_LEVEL* optional -> Pointer<Int32>
// FeatureLevels : DWORD -> Uint32
// ppCommandQueues : IUnknown** optional -> Pointer<Void>
// NumQueues : DWORD -> Uint32
// NodeMask : DWORD -> Uint32
// ppDevice : ID3D11Device** optional, out -> Pointer<Void>
// ppImmediateContext : ID3D11DeviceContext** optional, out -> Pointer<Void>
// pChosenFeatureLevel : D3D_FEATURE_LEVEL* optional, out -> Pointer<Int32>
// 文字列は package:ffi の "...".toNativeUtf16()/toNativeUtf8() で変換。
{$mode objfpc}{$H+}
function D3D11On12CreateDevice(
  pDevice: Pointer;   // IUnknown*
  Flags: DWORD;   // DWORD
  pFeatureLevels: Pointer;   // D3D_FEATURE_LEVEL* optional
  FeatureLevels: DWORD;   // DWORD
  ppCommandQueues: Pointer;   // IUnknown** optional
  NumQueues: DWORD;   // DWORD
  NodeMask: DWORD;   // DWORD
  ppDevice: Pointer;   // ID3D11Device** optional, out
  ppImmediateContext: Pointer;   // ID3D11DeviceContext** optional, out
  pChosenFeatureLevel: Pointer   // D3D_FEATURE_LEVEL* optional, out
): Integer; stdcall;
  external 'd3d11.dll' name 'D3D11On12CreateDevice';
import Foreign
import Foreign.C.Types
import Foreign.C.String

foreign import stdcall safe "D3D11On12CreateDevice"
  c_D3D11On12CreateDevice :: Ptr () -> Word32 -> Ptr Int32 -> Word32 -> Ptr () -> Word32 -> Word32 -> Ptr () -> Ptr () -> Ptr Int32 -> IO Int32
-- pDevice : IUnknown* -> Ptr ()
-- Flags : DWORD -> Word32
-- pFeatureLevels : D3D_FEATURE_LEVEL* optional -> Ptr Int32
-- FeatureLevels : DWORD -> Word32
-- ppCommandQueues : IUnknown** optional -> Ptr ()
-- NumQueues : DWORD -> Word32
-- NodeMask : DWORD -> Word32
-- ppDevice : ID3D11Device** optional, out -> Ptr ()
-- ppImmediateContext : ID3D11DeviceContext** optional, out -> Ptr ()
-- pChosenFeatureLevel : D3D_FEATURE_LEVEL* optional, out -> Ptr Int32
-- 要 GHC(Windows)。stdcall は x64 では ccall として扱われる。ブロックする API は safe 呼び出し推奨。
open Ctypes
open Foreign

let d3d11on12createdevice =
  foreign "D3D11On12CreateDevice"
    ((ptr void) @-> uint32_t @-> (ptr int32_t) @-> uint32_t @-> (ptr void) @-> uint32_t @-> uint32_t @-> (ptr void) @-> (ptr void) @-> (ptr int32_t) @-> returning int32_t)
(* pDevice : IUnknown* -> (ptr void) *)
(* Flags : DWORD -> uint32_t *)
(* pFeatureLevels : D3D_FEATURE_LEVEL* optional -> (ptr int32_t) *)
(* FeatureLevels : DWORD -> uint32_t *)
(* ppCommandQueues : IUnknown** optional -> (ptr void) *)
(* NumQueues : DWORD -> uint32_t *)
(* NodeMask : DWORD -> uint32_t *)
(* ppDevice : ID3D11Device** optional, out -> (ptr void) *)
(* ppImmediateContext : ID3D11DeviceContext** optional, out -> (ptr void) *)
(* pChosenFeatureLevel : D3D_FEATURE_LEVEL* optional, out -> (ptr int32_t) *)
(* foreign は cdecl 前提。x64 Windows では WINAPI と一致。構造体は ctypes structure を定義のこと。 *)
(cffi:define-foreign-library d3d11 (t "d3d11.dll"))
(cffi:use-foreign-library d3d11)

(cffi:defcfun ("D3D11On12CreateDevice" d3-d11-on12-create-device :convention :stdcall) :int32
  (p-device :pointer)   ; IUnknown*
  (flags :uint32)   ; DWORD
  (p-feature-levels :pointer)   ; D3D_FEATURE_LEVEL* optional
  (feature-levels :uint32)   ; DWORD
  (pp-command-queues :pointer)   ; IUnknown** optional
  (num-queues :uint32)   ; DWORD
  (node-mask :uint32)   ; DWORD
  (pp-device :pointer)   ; ID3D11Device** optional, out
  (pp-immediate-context :pointer)   ; ID3D11DeviceContext** optional, out
  (p-chosen-feature-level :pointer))   ; D3D_FEATURE_LEVEL* optional, out
; isize/usize(INT_PTR/SIZE_T)は x64 前提で :int64/:uint64。x86 では :int32/:uint32。
use Win32::API;
my $D3D11On12CreateDevice = Win32::API::More->new('d3d11',
    'int D3D11On12CreateDevice(LPVOID pDevice, DWORD Flags, LPVOID pFeatureLevels, DWORD FeatureLevels, LPVOID ppCommandQueues, DWORD NumQueues, DWORD NodeMask, LPVOID ppDevice, LPVOID ppImmediateContext, LPVOID pChosenFeatureLevel)');
# my $ret = $D3D11On12CreateDevice->Call($pDevice, $Flags, $pFeatureLevels, $FeatureLevels, $ppCommandQueues, $NumQueues, $NodeMask, $ppDevice, $ppImmediateContext, $pChosenFeatureLevel);
# pDevice : IUnknown* -> LPVOID
# Flags : DWORD -> DWORD
# pFeatureLevels : D3D_FEATURE_LEVEL* optional -> LPVOID
# FeatureLevels : DWORD -> DWORD
# ppCommandQueues : IUnknown** optional -> LPVOID
# NumQueues : DWORD -> DWORD
# NodeMask : DWORD -> DWORD
# ppDevice : ID3D11Device** optional, out -> LPVOID
# ppImmediateContext : ID3D11DeviceContext** optional, out -> LPVOID
# pChosenFeatureLevel : D3D_FEATURE_LEVEL* optional, out -> LPVOID
# 値渡し構造体は pack() した文字列、または Win32::API::Struct を使用。

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