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

glPrioritizeTextures

関数
複数テクスチャの常駐優先度を設定する。
DLLOPENGL32.dll呼出規約winapi

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

名前方向説明
nINTin優先度を設定するテクスチャの個数。
texturesDWORD*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。
prioritiesFLOAT*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。
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。
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   // void
procedure 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)。