Sweden-Number/dlls/d3dx11_43/texture.c

92 lines
3.4 KiB
C

/*
* Copyright 2016 Andrey Gusev
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "d3dx11.h"
#include "d3dcompiler.h"
#include "wine/debug.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
HRESULT WINAPI D3DX11CreateShaderResourceViewFromMemory(ID3D11Device *device, const void *data,
SIZE_T data_size, D3DX11_IMAGE_LOAD_INFO *load_info, ID3DX11ThreadPump *pump,
ID3D11ShaderResourceView **view, HRESULT *hresult)
{
FIXME("device %p, data %p, data_size %Iu, load_info %p, pump %p, view %p, hresult %p stub!\n",
device, data, data_size, load_info, pump, view, hresult);
return E_NOTIMPL;
}
HRESULT WINAPI D3DX11CreateTextureFromFileA(ID3D11Device *device, const char *filename,
D3DX11_IMAGE_LOAD_INFO *load_info, ID3DX11ThreadPump *pump, ID3D11Resource **texture,
HRESULT *hresult)
{
FIXME("device %p, filename %s, load_info %p, pump %p, texture %p, hresult %p stub.\n",
device, debugstr_a(filename), load_info, pump, texture, hresult);
return E_NOTIMPL;
}
HRESULT WINAPI D3DX11CreateTextureFromFileW(ID3D11Device *device, const WCHAR *filename,
D3DX11_IMAGE_LOAD_INFO *load_info, ID3DX11ThreadPump *pump, ID3D11Resource **texture,
HRESULT *hresult)
{
FIXME("device %p, filename %s, load_info %p, pump %p, texture %p, hresult %p stub.\n",
device, debugstr_w(filename), load_info, pump, texture, hresult);
return E_NOTIMPL;
}
HRESULT WINAPI D3DX11CreateTextureFromMemory(ID3D11Device *device, const void *data,
SIZE_T data_size, D3DX11_IMAGE_LOAD_INFO *load_info, ID3DX11ThreadPump *pump,
ID3D11Resource **texture, HRESULT *hresult)
{
FIXME("device %p, data %p, data_size %Iu, load_info %p, pump %p, texture %p, hresult %p stub.\n",
device, data, data_size, load_info, pump, texture, hresult);
return E_NOTIMPL;
}
HRESULT WINAPI D3DX11SaveTextureToFileW(ID3D11DeviceContext *context, ID3D11Resource *texture,
D3DX11_IMAGE_FILE_FORMAT format, const WCHAR *filename)
{
FIXME("context %p, texture %p, format %u, filename %s stub!\n",
context, texture, format, debugstr_w(filename));
return E_NOTIMPL;
}
HRESULT WINAPI D3DX11SaveTextureToFileA(ID3D11DeviceContext *context, ID3D11Resource *texture,
D3DX11_IMAGE_FILE_FORMAT format, const char *filename)
{
FIXME("context %p, texture %p, format %u, filename %s stub!\n",
context, texture, format, debugstr_a(filename));
return E_NOTIMPL;
}
HRESULT WINAPI D3DX11SaveTextureToMemory(ID3D11DeviceContext *context, ID3D11Resource *texture,
D3DX11_IMAGE_FILE_FORMAT format, ID3D10Blob **buffer, UINT flags)
{
FIXME("context %p, texture %p, format %u, buffer %p, flags %#x stub!\n",
context, texture, format, buffer, flags);
return E_NOTIMPL;
}