d3dx10: Add D3DX10FilterTexture stub.
Signed-off-by: Andrey Gusev <andrey.goosev@gmail.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -47,7 +47,7 @@
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@ stub D3DX10CreateTextureFromMemory(ptr ptr long ptr ptr ptr ptr)
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@ stub 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 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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@ stub D3DX10CreateTextureFromResourceW(ptr long wstr ptr ptr ptr ptr)
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@ stub D3DX10FilterTexture(ptr long long)
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@ stdcall D3DX10FilterTexture(ptr long long)
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@ stdcall D3DX10GetFeatureLevel1(ptr ptr)
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@ stdcall D3DX10GetFeatureLevel1(ptr ptr)
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@ stub D3DX10GetImageInfoFromFileA(str ptr ptr ptr)
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@ stub D3DX10GetImageInfoFromFileA(str ptr ptr ptr)
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@ stub D3DX10GetImageInfoFromFileW(wstr ptr ptr ptr)
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@ stub D3DX10GetImageInfoFromFileW(wstr ptr ptr ptr)
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@ -188,6 +188,13 @@ HRESULT WINAPI D3DX10CreateDevice(IDXGIAdapter *adapter, D3D10_DRIVER_TYPE drive
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return hr;
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return hr;
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}
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}
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HRESULT WINAPI D3DX10FilterTexture(ID3D10Resource *texture, UINT src_level, UINT filter)
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{
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FIXME("texture %p, src_level %u, filter %#x stub!\n", texture, src_level, filter);
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return E_NOTIMPL;
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}
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HRESULT WINAPI D3DX10GetFeatureLevel1(ID3D10Device *device, ID3D10Device1 **device1)
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HRESULT WINAPI D3DX10GetFeatureLevel1(ID3D10Device *device, ID3D10Device1 **device1)
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{
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{
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TRACE("device %p, device1 %p.\n", device, device1);
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TRACE("device %p, device1 %p.\n", device, device1);
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@ -108,6 +108,8 @@ extern "C" {
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HRESULT WINAPI D3DX10CreateTextureFromMemory(ID3D10Device *device, const void *src_data, SIZE_T src_data_size,
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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 *loadinfo, ID3DX10ThreadPump *pump, ID3D10Resource **texture, HRESULT *hresult);
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D3DX10_IMAGE_LOAD_INFO *loadinfo, ID3DX10ThreadPump *pump, ID3D10Resource **texture, HRESULT *hresult);
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HRESULT WINAPI D3DX10FilterTexture(ID3D10Resource *texture, UINT src_level, UINT filter);
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HRESULT WINAPI D3DX10GetImageInfoFromMemory(const void *src_data, SIZE_T src_data_size, ID3DX10ThreadPump *pump,
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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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D3DX10_IMAGE_INFO *img_info, HRESULT *hresult);
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