I have created a Direct3D9 wrapper in Go which uses CGo to interface with the COM objects in C.
I would like to get rid of the dependency on a C-compiler under Windows s
(Not a comprehensive answer as I have no time to actually test this, but still…)
While MSDN most of the time assumes you work with COM objects using some platform which has built-in "glue" for them (such as Visual C++™ product or something like this), in fact it is possible to work with COM objects using plain C—look here and here for starters.
Studying those resources you can learn that calling methods on a "COM interface" amounts to properly working with its "VTBL" (Virtual function TaBLe) block which is always located in a well-known place relative to the pointer disguised by that "interface" "thing" returned by functions instantiating COM objects.
The go-ole
package implements in plain Go what you'd otherwise do in plain C, so armed with the knowledge of "to call methods on a COM objects we need to operate on its VTBL" we can find the implementation of IDispatch support in that package. So I'd start there.
I'd also go right into the go-ole
issue tracker asking for implementing a piece of example code which would show how to call methods on a COM object's handler acquired by means other than calling functions from go-ole
package.
I asked the guys from go-ole, like @kostix suggested.
Here is the solution:
d3d9 doesn't have generally COM vtbl. for example, it doesn't have IDispatch interface. So you can't use go-ole for d3d9. But you can do it with writing all interface in go.
package main
import (
"fmt"
"log"
"syscall"
"unsafe"
)
const (
D3D9_SDK_VERSION = 32
)
var (
libd3d9 = syscall.NewLazyDLL("d3d9.dll")
procDirect3DCreate9 = libd3d9.NewProc("Direct3DCreate9")
)
type IDirect3D struct {
lpVtbl *IDirect3DVtbl
}
type IDirect3DVtbl struct {
QueryInterface uintptr
AddRef uintptr
Release uintptr
RegisterSoftwareDevice uintptr
GetAdapterCount uintptr
GetAdapterIdentifier uintptr
GetAdapterModeCount uintptr
EnumAdapterModes uintptr
GetAdapterDisplayMode uintptr
CheckDeviceType uintptr
CheckDeviceFormat uintptr
CheckDeviceMultiSampleType uintptr
CheckDepthStencilMatch uintptr
CheckDeviceFormatConversion uintptr
GetDeviceCaps uintptr
GetAdapterMonitor uintptr
CreateDevice uintptr
}
func (v *IDirect3D) AddRef() int32 {
ret, _, _ := syscall.Syscall(
v.lpVtbl.AddRef,
1,
uintptr(unsafe.Pointer(v)),
0,
0)
return int32(ret)
}
func (v *IDirect3D) Release() int32 {
ret, _, _ := syscall.Syscall(
v.lpVtbl.Release,
1,
uintptr(unsafe.Pointer(v)),
0,
0)
return int32(ret)
}
func (v *IDirect3D) GetAdapterCount() uint32 {
ret, _, _ := syscall.Syscall(
v.lpVtbl.GetAdapterCount,
1,
uintptr(unsafe.Pointer(v)),
0,
0)
return uint32(ret)
}
func main() {
v, r, err := procDirect3DCreate9.Call(uintptr(D3D9_SDK_VERSION))
if r != 0 && err != nil {
log.Fatal(err)
}
d3d := *((**IDirect3D)(unsafe.Pointer(&v)))
d3d.AddRef()
defer d3d.Release()
fmt.Println(d3d.GetAdapterCount())
}
(c) mattn