d3dx11: Add D3DX11SaveTextureToFileA/W() stub.
Signed-off-by: Liam Middlebrook <lmiddlebrook@nvidia.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -39,6 +39,6 @@
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@ stub D3DX11PreprocessShaderFromResourceA
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@ stub D3DX11PreprocessShaderFromResourceW
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@ stub D3DX11SHProjectCubeMap
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@ stub D3DX11SaveTextureToFileA
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@ stub D3DX11SaveTextureToFileW
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@ stdcall D3DX11SaveTextureToFileA(ptr ptr long str)
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@ stdcall D3DX11SaveTextureToFileW(ptr ptr long wstr)
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@ stdcall D3DX11SaveTextureToMemory(ptr ptr long ptr long)
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@ -39,6 +39,6 @@
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@ stub D3DX11PreprocessShaderFromResourceA
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@ stub D3DX11PreprocessShaderFromResourceW
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@ stub D3DX11SHProjectCubeMap
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@ stub D3DX11SaveTextureToFileA
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@ stub D3DX11SaveTextureToFileW
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@ stdcall D3DX11SaveTextureToFileA(ptr ptr long str)
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@ stdcall D3DX11SaveTextureToFileW(ptr ptr long wstr)
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@ stdcall D3DX11SaveTextureToMemory(ptr ptr long ptr long)
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@ -63,6 +63,24 @@ HRESULT WINAPI D3DX11CreateTextureFromMemory(ID3D11Device *device, const void *d
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return E_NOTIMPL;
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}
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HRESULT WINAPI D3DX11SaveTextureToFileW(ID3D11DeviceContext *context, ID3D11Resource *texture,
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D3DX11_IMAGE_FILE_FORMAT format, const WCHAR *filename)
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{
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FIXME("context %p, texture %p, format %u, filename %s stub!\n",
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context, texture, format, debugstr_w(filename));
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return E_NOTIMPL;
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}
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HRESULT WINAPI D3DX11SaveTextureToFileA(ID3D11DeviceContext *context, ID3D11Resource *texture,
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D3DX11_IMAGE_FILE_FORMAT format, const char *filename)
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{
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FIXME("context %p, texture %p, format %u, filename %s stub!\n",
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context, texture, format, debugstr_a(filename));
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return E_NOTIMPL;
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}
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HRESULT WINAPI D3DX11SaveTextureToMemory(ID3D11DeviceContext *context, ID3D11Resource *texture,
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D3DX11_IMAGE_FILE_FORMAT format, ID3D10Blob **buffer, UINT flags)
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{
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@ -110,23 +110,21 @@ extern "C" {
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HRESULT WINAPI D3DX11CreateShaderResourceViewFromMemory(ID3D11Device *device, const void *data,
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SIZE_T data_size, D3DX11_IMAGE_LOAD_INFO *load_info, ID3DX11ThreadPump *pump,
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ID3D11ShaderResourceView **view, HRESULT *hresult);
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HRESULT WINAPI D3DX11CreateTextureFromFileA(ID3D11Device *device, const char *filename,
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D3DX11_IMAGE_LOAD_INFO *load_info, ID3DX11ThreadPump *pump, ID3D11Resource **texture,
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HRESULT *hresult);
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HRESULT WINAPI D3DX11CreateTextureFromFileW(ID3D11Device *device, const WCHAR *filename,
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D3DX11_IMAGE_LOAD_INFO *load_info, ID3DX11ThreadPump *pump, ID3D11Resource **texture,
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HRESULT *hresult);
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HRESULT WINAPI D3DX11CreateTextureFromMemory(ID3D11Device *device, const void *src_data, SIZE_T src_data_size,
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D3DX11_IMAGE_LOAD_INFO *loadinfo, ID3DX11ThreadPump *pump, ID3D11Resource **texture, HRESULT *hresult);
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HRESULT WINAPI D3DX11FilterTexture(ID3D11DeviceContext *context, ID3D11Resource *texture, UINT src_level, UINT filter);
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HRESULT WINAPI D3DX11GetImageInfoFromMemory(const void *src_data, SIZE_T src_data_size, ID3DX11ThreadPump *pump,
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D3DX11_IMAGE_INFO *img_info, HRESULT *hresult);
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HRESULT WINAPI D3DX11SaveTextureToFileA(ID3D11DeviceContext *context, ID3D11Resource *texture,
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D3DX11_IMAGE_FILE_FORMAT format, const char *filename);
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HRESULT WINAPI D3DX11SaveTextureToFileW(ID3D11DeviceContext *context, ID3D11Resource *texture,
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D3DX11_IMAGE_FILE_FORMAT format, const WCHAR *filename);
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HRESULT WINAPI D3DX11SaveTextureToMemory(ID3D11DeviceContext *context, ID3D11Resource *texture,
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D3DX11_IMAGE_FILE_FORMAT format, ID3D10Blob **buffer, UINT flags);
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