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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*inラップ対象となる既存のID3D12Device(IUnknownとして渡す)。
FlagsDWORDinデバイス生成時の動作を制御するD3D11_CREATE_DEVICE_FLAG値。
pFeatureLevelsD3D_FEATURE_LEVEL*inoptional試行する機能レベルの優先順位付き配列。NULL可。
FeatureLevelsDWORDinpFeatureLevels配列の要素数を指定する。
ppCommandQueuesIUnknown**inoptionalD3D11が使用するID3D12CommandQueueの配列(IUnknown**)。
NumQueuesDWORDinppCommandQueues配列のコマンドキュー数を指定する。
NodeMaskDWORDin対象GPUノードを示すビットマスク。単一GPUでは0。
ppDeviceID3D11Device**outoptional生成されたID3D11Deviceを受け取る出力先。NULL可。
ppImmediateContextID3D11DeviceContext**outoptional生成された即時実行コンテキストを受け取る出力先。NULL可。
pChosenFeatureLevelD3D_FEATURE_LEVEL*outoptional実際に採用された機能レベルを受け取る出力先。NULL可。

戻り値の型: HRESULT

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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