d3dx11: Move D3DX11CreateTextureFromMemory to texture.c.
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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@ -65,13 +65,3 @@ HRESULT WINAPI D3DX11CompileFromFileW(const WCHAR *filename, const D3D10_SHADER_
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return E_NOTIMPL;
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}
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HRESULT WINAPI D3DX11CreateTextureFromMemory(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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ID3D11Resource **texture, HRESULT *hresult)
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{
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FIXME("device %p, data %p, data_size %lu, load_info %p, pump %p, texture %p, hresult %p stub.\n",
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device, data, data_size, load_info, pump, texture, hresult);
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return E_NOTIMPL;
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}
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@ -25,6 +25,16 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
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HRESULT WINAPI D3DX11CreateTextureFromMemory(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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ID3D11Resource **texture, HRESULT *hresult)
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{
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FIXME("device %p, data %p, data_size %lu, load_info %p, pump %p, texture %p, hresult %p stub.\n",
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device, data, data_size, load_info, pump, texture, hresult);
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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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