GetProcAddress找不到我的功能 [英] GetProcAddress cannot find my functions
问题描述
#ifdef D3D_API_EXPORTS
#define D3D_API_API __declspec(dllexport)
#else
#define D3D_API_API __declspec(dllimport)
#endif
D3D_API_API void render();
这里是DLL .cpp:
#includestdafx.h
#includeD3D_API.h
#include< iostream>
D3D_API_API void render()
{
std :: cout<<< 方法叫。 <<的std :: ENDL;
}
以下是尝试使用该功能的应用程序:
#includestdafx.h
#include< windows.h>
#include< iostream>
int _tmain(int argc,_TCHAR * argv [])
{
HINSTANCE myDLL = LoadLibrary(LD3D_API.dll);
if(myDLL == NULL){
std :: cerr<<< 加载D3D_API.dll失败! <<的std :: ENDL;
}
typedef void(WINAPI * render_t)();
render_t render =(render_t)GetProcAddress(myDLL,render);
if(render == NULL){
std :: cerr < .dll中没有找到render()! <<的std :: ENDL;
}
return 0;
}
我的目标是制作一个支持D3D和OpenGL的3D引擎,自己的.DLL使用统一的API。
您导出的函数被视为一个C ++函数(因为* .cpp文件扩展名),因此C ++ 名称调整用于装饰导出功能名称。如果您使用Microsoft的 Dependency Walker 工具检查您创建的DLL,那么您将看到这些函数的全称。 p>
您可以在导入代码中使用装饰名称,也可以强制编译器以C样式导出函数,即以当前导入代码所期望的未装饰形式导出。
您可以通过将 externC
添加到您的函数签名中来告知编译器。这样的东西:
externCD3D_API_API void render();
现在您的导入代码应该可以作为出价。
I made a DLL with a function named "render()" and I want to load it dynamically to my application, but GetProcAddress cannot find it. Here's the DLL .h:
#ifdef D3D_API_EXPORTS
#define D3D_API_API __declspec(dllexport)
#else
#define D3D_API_API __declspec(dllimport)
#endif
D3D_API_API void render();
And here's DLL .cpp:
#include "stdafx.h"
#include "D3D_API.h"
#include <iostream>
D3D_API_API void render()
{
std::cout << "method called." << std::endl;
}
Here's the application that tries to use that function:
#include "stdafx.h"
#include <windows.h>
#include <iostream>
int _tmain(int argc, _TCHAR* argv[])
{
HINSTANCE myDLL = LoadLibrary( L"D3D_API.dll" );
if (myDLL == NULL) {
std::cerr << "Loading of D3D_API.dll failed!" << std::endl;
}
typedef void (WINAPI *render_t)();
render_t render = (render_t)GetProcAddress( myDLL, "render" );
if (render == NULL) {
std::cerr << "render() not found in .dll!" << std::endl;
}
return 0;
}
My goal is to make a 3D engine that supports both D3D and OpenGL through their own .DLLs using a unified API. I looked at the .dll in notepad and there was a string "render".
The function you export is treated as a C++ function (because of *.cpp file extension) and so C++ name mangling is used to decorate the exported function name. If you use the Dependency Walker tool from Microsoft to inspect your created DLL you will see the functions full name.
You can either use that decorated name in your import code or force the compiler to export your function in C style, that is, in its undecorated form that your current import code expects.
You can tell the compiler to do so by adding extern "C"
to your functions signature. Something like this:
extern "C" D3D_API_API void render();
Now your import code should work as expexted.
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