d3dx10: Add stubs for D3DX10CreateTextureFromFile{A,W}.
Signed-off-by: Ziqing Hui <zhui@codeweavers.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -42,8 +42,8 @@
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@ stub D3DX10CreateShaderResourceViewFromResourceW(ptr long wstr ptr ptr ptr ptr)
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@ stub D3DX10CreateSkinInfo(ptr)
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@ stdcall D3DX10CreateSprite(ptr long ptr)
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@ stub D3DX10CreateTextureFromFileA(ptr str ptr ptr ptr ptr)
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@ stub D3DX10CreateTextureFromFileW(ptr wstr ptr ptr ptr ptr)
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@ stdcall D3DX10CreateTextureFromFileA(ptr str ptr ptr ptr ptr)
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@ stdcall D3DX10CreateTextureFromFileW(ptr wstr ptr ptr ptr ptr)
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@ stdcall D3DX10CreateTextureFromMemory(ptr ptr long ptr ptr ptr ptr)
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@ stub D3DX10CreateTextureFromResourceA(ptr long str ptr ptr ptr ptr)
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@ stub D3DX10CreateTextureFromResourceW(ptr long wstr ptr ptr ptr ptr)
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@ -573,6 +573,22 @@ end:
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return S_OK;
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}
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HRESULT WINAPI D3DX10CreateTextureFromFileA(ID3D10Device *device, const char *src_file,
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D3DX10_IMAGE_LOAD_INFO *load_info, ID3DX10ThreadPump *pump, ID3D10Resource **texture, HRESULT *hresult)
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{
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FIXME("device %p, src_file %s, load_info %p, pump %p, texture %p, hresult %p stub!\n",
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device, debugstr_a(src_file), load_info, pump, texture, hresult);
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return E_NOTIMPL;
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}
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HRESULT WINAPI D3DX10CreateTextureFromFileW(ID3D10Device *device, const WCHAR *src_file,
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D3DX10_IMAGE_LOAD_INFO *load_info, ID3DX10ThreadPump *pump, ID3D10Resource **texture, HRESULT *hresult)
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{
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FIXME("device %p, src_file %s, load_info %p, pump %p, texture %p, hresult %p stub!\n",
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device, debugstr_w(src_file), load_info, pump, texture, hresult);
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return E_NOTIMPL;
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}
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HRESULT WINAPI D3DX10CreateTextureFromMemory(ID3D10Device *device, const void *src_data, SIZE_T src_data_size,
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D3DX10_IMAGE_LOAD_INFO *load_info, ID3DX10ThreadPump *pump, ID3D10Resource **texture, HRESULT *hresult)
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{
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@ -156,6 +156,12 @@ HRESULT WINAPI D3DX10GetImageInfoFromResourceW(HMODULE module, const WCHAR *reso
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HRESULT WINAPI D3DX10GetImageInfoFromMemory(const void *src_data, SIZE_T src_data_size, ID3DX10ThreadPump *pump,
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D3DX10_IMAGE_INFO *img_info, HRESULT *hresult);
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HRESULT WINAPI D3DX10CreateTextureFromFileA(ID3D10Device *device, const char *src_file,
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D3DX10_IMAGE_LOAD_INFO *load_info, ID3DX10ThreadPump *pump, ID3D10Resource **texture, HRESULT *hresult);
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HRESULT WINAPI D3DX10CreateTextureFromFileW(ID3D10Device *device, const WCHAR *src_file,
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D3DX10_IMAGE_LOAD_INFO *load_info, ID3DX10ThreadPump *pump, ID3D10Resource **texture, HRESULT *hresult);
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#define D3DX10CreateTextureFromFile WINELIB_NAME_AW(D3DX10CreateTextureFromFile)
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HRESULT WINAPI D3DX10LoadTextureFromTexture(ID3D10Resource *src_texture, D3DX10_TEXTURE_LOAD_INFO *load_info,
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ID3D10Resource *dst_texture);
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