Win32 API 日本語リファレンス
ホームGraphics.OpenGL › glAreTexturesResident

glAreTexturesResident

関数
指定したテクスチャが常駐しているか判定する。
DLLOPENGL32.dll呼出規約winapi

シグネチャ

// OPENGL32.dll
#include <windows.h>

BYTE glAreTexturesResident(
    INT n,
    const DWORD* textures,
    BYTE* residences
);

パラメーター

名前方向
nINTin
texturesDWORD*in
residencesBYTE*inout

戻り値の型: BYTE

各言語での呼び出し定義

// OPENGL32.dll
#include <windows.h>

BYTE glAreTexturesResident(
    INT n,
    const DWORD* textures,
    BYTE* residences
);
[DllImport("OPENGL32.dll", ExactSpelling = true)]
static extern byte glAreTexturesResident(
    int n,   // INT
    ref uint textures,   // DWORD*
    IntPtr residences   // BYTE* in/out
);
<DllImport("OPENGL32.dll", ExactSpelling:=True)>
Public Shared Function glAreTexturesResident(
    n As Integer,   ' INT
    ByRef textures As UInteger,   ' DWORD*
    residences As IntPtr   ' BYTE* in/out
) As Byte
End Function
' n : INT
' textures : DWORD*
' residences : BYTE* in/out
Declare PtrSafe Function glAreTexturesResident Lib "opengl32" ( _
    ByVal n As Long, _
    ByRef textures As Long, _
    ByVal residences As LongPtr) As Byte
' VBA7前提(PtrSafe)。32bit Office では LongPtr→Long。Integer=16bit / Long=32bit / LongLong=64bit。
import ctypes
from ctypes import wintypes

glAreTexturesResident = ctypes.windll.opengl32.glAreTexturesResident
glAreTexturesResident.restype = ctypes.c_ubyte
glAreTexturesResident.argtypes = [
    ctypes.c_int,  # n : INT
    ctypes.POINTER(wintypes.DWORD),  # textures : DWORD*
    ctypes.POINTER(ctypes.c_ubyte),  # residences : BYTE* in/out
]
require 'fiddle'
require 'fiddle/import'

lib = Fiddle.dlopen('OPENGL32.dll')
glAreTexturesResident = Fiddle::Function.new(
  lib['glAreTexturesResident'],
  [
    Fiddle::TYPE_INT,  # n : INT
    Fiddle::TYPE_VOIDP,  # textures : DWORD*
    Fiddle::TYPE_VOIDP,  # residences : BYTE* in/out
  ],
  -Fiddle::TYPE_CHAR)
#[link(name = "opengl32")]
extern "system" {
    fn glAreTexturesResident(
        n: i32,  // INT
        textures: *const u32,  // DWORD*
        residences: *mut u8  // BYTE* in/out
    ) -> u8;
}
// crates: windows-sys provides ready-made bindings for this API.
$sig = @"
[DllImport("OPENGL32.dll")]
public static extern byte glAreTexturesResident(int n, ref uint textures, IntPtr residences);
"@
$api = Add-Type -MemberDefinition $sig -Name 'OPENGL32_glAreTexturesResident' -Namespace Win32 -PassThru
# $api::glAreTexturesResident(n, textures, residences)
#uselib "OPENGL32.dll"
#func global glAreTexturesResident "glAreTexturesResident" sptr, sptr, sptr
; glAreTexturesResident n, varptr(textures), varptr(residences)   ; 戻り値は stat
; n : INT -> "sptr"
; textures : DWORD* -> "sptr"
; residences : BYTE* in/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 "OPENGL32.dll"
#cfunc global glAreTexturesResident "glAreTexturesResident" int, var, var
; res = glAreTexturesResident(n, textures, residences)
; n : INT -> "int"
; textures : DWORD* -> "var"
; residences : BYTE* in/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:
; BYTE glAreTexturesResident(INT n, DWORD* textures, BYTE* residences)
#uselib "OPENGL32.dll"
#cfunc global glAreTexturesResident "glAreTexturesResident" int, var, var
; res = glAreTexturesResident(n, textures, residences)
; n : INT -> "int"
; textures : DWORD* -> "var"
; residences : BYTE* in/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 (
	opengl32 = windows.NewLazySystemDLL("OPENGL32.dll")
	procglAreTexturesResident = opengl32.NewProc("glAreTexturesResident")
)

// n (INT), textures (DWORD*), residences (BYTE* in/out)
r1, _, err := procglAreTexturesResident.Call(
	uintptr(n),
	uintptr(textures),
	uintptr(residences),
)
_ = err  // syscall.Errno (valid when the call sets last-error)
_ = r1   // BYTE
function glAreTexturesResident(
  n: Integer;   // INT
  textures: Pointer;   // DWORD*
  residences: Pointer   // BYTE* in/out
): Byte; stdcall;
  external 'OPENGL32.dll' name 'glAreTexturesResident';
result := DllCall("OPENGL32\glAreTexturesResident"
    , "Int", n   ; INT
    , "Ptr", textures   ; DWORD*
    , "Ptr", residences   ; BYTE* in/out
    , "UChar")   ; return: BYTE
●glAreTexturesResident(n, textures, residences) = DLL("OPENGL32.dll", "byte glAreTexturesResident(int, void*, void*)")
# 呼び出し: glAreTexturesResident(n, textures, residences)
# n : INT -> "int"
# textures : DWORD* -> "void*"
# residences : BYTE* in/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)。