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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)。const std = @import("std");
extern "opengl32" fn glPrioritizeTextures(
n: i32, // INT
textures: [*c]u32, // DWORD*
priorities: [*c]f32 // FLOAT*
) callconv(std.os.windows.WINAPI) void;proc glPrioritizeTextures(
n: int32, # INT
textures: ptr uint32, # DWORD*
priorities: ptr float32 # FLOAT*
) {.importc: "glPrioritizeTextures", stdcall, dynlib: "OPENGL32.dll".}pragma(lib, "opengl32");
extern(Windows)
void glPrioritizeTextures(
int n, // INT
uint* textures, // DWORD*
float* priorities // FLOAT*
);ccall((:glPrioritizeTextures, "OPENGL32.dll"), stdcall, Cvoid,
(Int32, Ptr{UInt32}, Ptr{Float32}),
n, textures, priorities)
# n : INT -> Int32
# textures : DWORD* -> Ptr{UInt32}
# priorities : FLOAT* -> Ptr{Float32}
# stdcall は 32bit のみ意味を持つ(x64 では無視)。local ffi = require("ffi")
ffi.cdef[[
void glPrioritizeTextures(
int32_t n,
uint32_t* textures,
float* priorities);
]]
local opengl32 = ffi.load("opengl32")
-- opengl32.glPrioritizeTextures(n, textures, priorities)
-- n : INT
-- textures : DWORD*
-- priorities : FLOAT*
-- 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('OPENGL32.dll');
const glPrioritizeTextures = lib.func('__stdcall', 'glPrioritizeTextures', 'void', ['int32_t', 'uint32_t *', 'float *']);
// glPrioritizeTextures(n, textures, priorities)
// n : INT -> 'int32_t'
// textures : DWORD* -> 'uint32_t *'
// priorities : FLOAT* -> 'float *'
// 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("OPENGL32.dll", {
glPrioritizeTextures: { parameters: ["i32", "pointer", "pointer"], result: "void" },
});
// lib.symbols.glPrioritizeTextures(n, textures, priorities)
// n : INT -> "i32"
// textures : DWORD* -> "pointer"
// priorities : FLOAT* -> "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
void glPrioritizeTextures(
int32_t n,
uint32_t* textures,
float* priorities);
C, "OPENGL32.dll");
// $ffi->glPrioritizeTextures(n, textures, priorities);
// n : INT
// textures : DWORD*
// priorities : FLOAT*
// 構造体/GUIDへのポインタは cdef が通るよう void* で表記(実型は各引数コメント参照)。値渡し構造体・enum は対応する typedef を cdef に追加すること。
// WINAPI(stdcall): x64 では呼出規約が統一されるため問題なし。x86 では __stdcall 対応のラッパが必要な場合あり。import com.sun.jna.*;
import com.sun.jna.ptr.*;
import com.sun.jna.win32.StdCallLibrary;
import com.sun.jna.win32.W32APIOptions;
public interface Opengl32 extends StdCallLibrary {
Opengl32 INSTANCE = Native.load("opengl32", Opengl32.class);
void glPrioritizeTextures(
int n, // INT
IntByReference textures, // DWORD*
FloatByReference priorities // FLOAT*
);
}@[Link("opengl32")]
lib LibOPENGL32
fun glPrioritizeTextures = glPrioritizeTextures(
n : Int32, # INT
textures : UInt32*, # DWORD*
priorities : Float32* # FLOAT*
) : Void
end
# 構造体/GUID/enum は lib 内に対応する型定義が必要。
# 呼出規約: x64 は規約統一のため OK。x86(32bit)は WINAPI=stdcall だが Crystal の fun に stdcall 付与構文がなく非対応。import 'dart:ffi';
import 'package:ffi/ffi.dart';
typedef glPrioritizeTexturesNative = Void Function(Int32, Pointer<Uint32>, Pointer<Float>);
typedef glPrioritizeTexturesDart = void Function(int, Pointer<Uint32>, Pointer<Float>);
final glPrioritizeTextures = DynamicLibrary.open('OPENGL32.dll')
.lookupFunction<glPrioritizeTexturesNative, glPrioritizeTexturesDart>('glPrioritizeTextures');
// n : INT -> Int32
// textures : DWORD* -> Pointer<Uint32>
// priorities : FLOAT* -> Pointer<Float>
// 文字列は package:ffi の "...".toNativeUtf16()/toNativeUtf8() で変換。{$mode objfpc}{$H+}
procedure glPrioritizeTextures(
n: Integer; // INT
textures: Pointer; // DWORD*
priorities: Pointer // FLOAT*
); stdcall;
external 'OPENGL32.dll' name 'glPrioritizeTextures';import Foreign
import Foreign.C.Types
import Foreign.C.String
foreign import stdcall safe "glPrioritizeTextures"
c_glPrioritizeTextures :: Int32 -> Ptr Word32 -> Ptr CFloat -> IO ()
-- n : INT -> Int32
-- textures : DWORD* -> Ptr Word32
-- priorities : FLOAT* -> Ptr CFloat
-- 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 glprioritizetextures =
foreign "glPrioritizeTextures"
(int32_t @-> (ptr uint32_t) @-> (ptr float) @-> returning void)
(* n : INT -> int32_t *)
(* textures : DWORD* -> (ptr uint32_t) *)
(* priorities : FLOAT* -> (ptr float) *)
(* 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 opengl32 (t "OPENGL32.dll"))
(cffi:use-foreign-library opengl32)
(cffi:defcfun ("glPrioritizeTextures" gl-prioritize-textures :convention :stdcall) :void
(n :int32) ; INT
(textures :pointer) ; DWORD*
(priorities :pointer)) ; FLOAT*
; isize/usize(INT_PTR/SIZE_T)は x64 前提で :int64/:uint64。x86 では :int32/:uint32。use Win32::API;
my $glPrioritizeTextures = Win32::API::More->new('OPENGL32',
'void glPrioritizeTextures(int n, LPVOID textures, LPVOID priorities)');
# my $ret = $glPrioritizeTextures->Call($n, $textures, $priorities);
# n : INT -> int
# textures : DWORD* -> LPVOID
# priorities : FLOAT* -> LPVOID
# 値渡し構造体は pack() した文字列、または Win32::API::Struct を使用。