Call COM object method from Go without CGo

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一整个雨季
一整个雨季 2021-02-10 23:40

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

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  • 2021-02-11 00:17

    (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.

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  • 2021-02-11 00:44

    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

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