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glPrioritizeTextures
関数複数テクスチャの常駐優先度を設定する。
シグネチャ
// OPENGL32.dll
#include <windows.h>
void glPrioritizeTextures(
INT n,
const DWORD* textures,
const FLOAT* priorities
);パラメーター
| 名前 | 型 | 方向 | 説明 |
|---|---|---|---|
| n | INT | in | 優先度を設定するテクスチャの個数。 |
| textures | DWORD* | in | 対象テクスチャ名の配列へのポインタ。n個の符号なし整数を保持する。 |
| priorities | FLOAT* | in | 各テクスチャの常駐優先度を保持する配列へのポインタ。0.0〜1.0にクランプされる。 |
戻り値の型: void
各言語での呼び出し定義
// OPENGL32.dll
#include <windows.h>
void glPrioritizeTextures(
INT n,
const DWORD* textures,
const FLOAT* priorities
);[DllImport("OPENGL32.dll", ExactSpelling = true)]
static extern void glPrioritizeTextures(
int n, // INT
ref uint textures, // DWORD*
ref float priorities // FLOAT*
);<DllImport("OPENGL32.dll", ExactSpelling:=True)>
Public Shared Sub glPrioritizeTextures(
n As Integer, ' INT
ByRef textures As UInteger, ' DWORD*
ByRef priorities As Single ' FLOAT*
)
End Sub' n : INT
' textures : DWORD*
' priorities : FLOAT*
Declare PtrSafe Sub glPrioritizeTextures Lib "opengl32" ( _
ByVal n As Long, _
ByRef textures As Long, _
ByRef priorities As Single)
' VBA7前提(PtrSafe)。32bit Office では LongPtr→Long。Integer=16bit / Long=32bit / LongLong=64bit。import ctypes
from ctypes import wintypes
glPrioritizeTextures = ctypes.windll.opengl32.glPrioritizeTextures
glPrioritizeTextures.restype = None
glPrioritizeTextures.argtypes = [
ctypes.c_int, # n : INT
ctypes.POINTER(wintypes.DWORD), # textures : DWORD*
ctypes.POINTER(ctypes.c_float), # priorities : FLOAT*
]require 'fiddle'
require 'fiddle/import'
lib = Fiddle.dlopen('OPENGL32.dll')
glPrioritizeTextures = Fiddle::Function.new(
lib['glPrioritizeTextures'],
[
Fiddle::TYPE_INT, # n : INT
Fiddle::TYPE_VOIDP, # textures : DWORD*
Fiddle::TYPE_VOIDP, # priorities : FLOAT*
],
Fiddle::TYPE_VOID)#[link(name = "opengl32")]
extern "system" {
fn glPrioritizeTextures(
n: i32, // INT
textures: *const u32, // DWORD*
priorities: *const f32 // FLOAT*
);
}
// crates: windows-sys provides ready-made bindings for this API.$sig = @"
[DllImport("OPENGL32.dll")]
public static extern void glPrioritizeTextures(int n, ref uint textures, ref float priorities);
"@
$api = Add-Type -MemberDefinition $sig -Name 'OPENGL32_glPrioritizeTextures' -Namespace Win32 -PassThru
# $api::glPrioritizeTextures(n, textures, priorities)#uselib "OPENGL32.dll"
#func global glPrioritizeTextures "glPrioritizeTextures" sptr, sptr, sptr
; glPrioritizeTextures n, varptr(textures), varptr(priorities)
; n : INT -> "sptr"
; textures : DWORD* -> "sptr"
; priorities : FLOAT* -> "sptr"出力引数:
#uselib "OPENGL32.dll" #func global glPrioritizeTextures "glPrioritizeTextures" int, var, var ; glPrioritizeTextures n, textures, priorities ; n : INT -> "int" ; textures : DWORD* -> "var" ; priorities : FLOAT* -> "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 "OPENGL32.dll" #func global glPrioritizeTextures "glPrioritizeTextures" int, sptr, sptr ; glPrioritizeTextures n, varptr(textures), varptr(priorities) ; n : INT -> "int" ; textures : DWORD* -> "sptr" ; priorities : FLOAT* -> "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))。
出力引数:
; void glPrioritizeTextures(INT n, DWORD* textures, FLOAT* priorities) #uselib "OPENGL32.dll" #func global glPrioritizeTextures "glPrioritizeTextures" int, var, var ; glPrioritizeTextures n, textures, priorities ; n : INT -> "int" ; textures : DWORD* -> "var" ; priorities : FLOAT* -> "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。; void glPrioritizeTextures(INT n, DWORD* textures, FLOAT* priorities) #uselib "OPENGL32.dll" #func global glPrioritizeTextures "glPrioritizeTextures" int, intptr, intptr ; glPrioritizeTextures n, varptr(textures), varptr(priorities) ; n : INT -> "int" ; textures : DWORD* -> "intptr" ; priorities : FLOAT* -> "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 (
opengl32 = windows.NewLazySystemDLL("OPENGL32.dll")
procglPrioritizeTextures = opengl32.NewProc("glPrioritizeTextures")
)
// n (INT), textures (DWORD*), priorities (FLOAT*)
r1, _, err := procglPrioritizeTextures.Call(
uintptr(n),
uintptr(textures),
uintptr(priorities),
)
_ = err // syscall.Errno (valid when the call sets last-error)
_ = r1 // voidprocedure glPrioritizeTextures(
n: Integer; // INT
textures: Pointer; // DWORD*
priorities: Pointer // FLOAT*
); stdcall;
external 'OPENGL32.dll' name 'glPrioritizeTextures';result := DllCall("OPENGL32\glPrioritizeTextures"
, "Int", n ; INT
, "Ptr", textures ; DWORD*
, "Ptr", priorities ; FLOAT*
, "Int") ; return: void●glPrioritizeTextures(n, textures, priorities) = DLL("OPENGL32.dll", "int glPrioritizeTextures(int, void*, void*)")
# 呼び出し: glPrioritizeTextures(n, textures, priorities)
# n : INT -> "int"
# textures : DWORD* -> "void*"
# priorities : FLOAT* -> "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)。