D3D11On12CreateDevice
関数シグネチャ
// 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 | 型 | 方向 | 説明 |
|---|---|---|---|
| pDevice | IUnknown* | in | 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。NULL にすることはできません。 |
| Flags | DWORD | in | D3D11_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。 |
| pFeatureLevels | D3D_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。 |
| FeatureLevels | DWORD | in | pFeatureLevels 配列のサイズ (つまり要素数) です。 |
| ppCommandQueues | IUnknown** | inoptional | D3D11On12 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。 |
| NumQueues | DWORD | in | ppCommandQueues 配列のサイズ (つまり要素数) です。 |
| NodeMask | DWORD | in | 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。 |
| ppDevice | ID3D11Device** | outoptional | 返される ID3D11Device へのポインターです。NULL でもかまいません。 |
| ppImmediateContext | ID3D11DeviceContext** | outoptional | 返される ID3D11DeviceContext へのポインターです。NULL でもかまいません。 |
| pChosenFeatureLevel | D3D_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。
Flags に D3D11_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。
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。#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。#uselib "d3d11.dll" #cfunc global D3D11On12CreateDevice "D3D11On12CreateDevice" sptr, int, sptr, int, sptr, int, int, sptr, sptr, sptr ; res = D3D11On12CreateDevice(pDevice, Flags, varptr(pFeatureLevels), FeatureLevels, ppCommandQueues, NumQueues, NodeMask, ppDevice, ppImmediateContext, varptr(pChosenFeatureLevel)) ; pDevice : IUnknown* -> "sptr" ; Flags : DWORD -> "int" ; pFeatureLevels : D3D_FEATURE_LEVEL* optional -> "sptr" ; 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 -> "sptr" ; ※出力/バッファ引数はポインタ方式(token=sptr / 呼び出しは varptr(変数))。
; 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。; 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, intptr, int, intptr, int, int, intptr, intptr, intptr ; res = D3D11On12CreateDevice(pDevice, Flags, varptr(pFeatureLevels), FeatureLevels, ppCommandQueues, NumQueues, NodeMask, ppDevice, ppImmediateContext, varptr(pChosenFeatureLevel)) ; pDevice : IUnknown* -> "intptr" ; Flags : DWORD -> "int" ; pFeatureLevels : D3D_FEATURE_LEVEL* optional -> "intptr" ; 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 -> "intptr" ; ※出力/バッファ引数はポインタ方式(token=intptr / 呼び出しは varptr(変数))。
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 // HRESULTfunction 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。