texture.c 3.44 KB
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/*
 * 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);

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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 %lu, load_info %p, pump %p, view %p, hresult %p stub!\n",
            device, data, data_size, load_info, pump, view, hresult);

    return E_NOTIMPL;
}

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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;
}

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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 %lu, load_info %p, pump %p, texture %p, hresult %p stub.\n",
            device, data, data_size, load_info, pump, texture, hresult);

    return E_NOTIMPL;
}

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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;
}

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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;
}