Commit 0951a1b6 authored by Andrey Gusev's avatar Andrey Gusev Committed by Alexandre Julliard

d3dx11: Add D3DX11SaveTextureToMemory stub.

parent 9d348189
......@@ -4,6 +4,7 @@ PARENTSRC = ../d3dx11_43
C_SRCS = \
async.c \
d3dx11_42.c
d3dx11_42.c \
texture.c
RC_SRCS = version.rc
......@@ -41,4 +41,4 @@
@ stub D3DX11SHProjectCubeMap
@ stub D3DX11SaveTextureToFileA
@ stub D3DX11SaveTextureToFileW
@ stub D3DX11SaveTextureToMemory
@ stdcall D3DX11SaveTextureToMemory(ptr ptr long ptr long)
......@@ -4,6 +4,7 @@ IMPORTS = d3dcompiler
C_SRCS = \
async.c \
d3dx11_43.c
d3dx11_43.c \
texture.c
RC_SRCS = version.rc
......@@ -41,4 +41,4 @@
@ stub D3DX11SHProjectCubeMap
@ stub D3DX11SaveTextureToFileA
@ stub D3DX11SaveTextureToFileW
@ stub D3DX11SaveTextureToMemory
@ stdcall D3DX11SaveTextureToMemory(ptr ptr long ptr long)
/*
* 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 "config.h"
#include "wine/port.h"
#include "d3dx11.h"
#include "d3dcompiler.h"
#include "wine/debug.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
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;
}
......@@ -92,6 +92,9 @@ HRESULT WINAPI D3DX11CreateTextureFromMemory(ID3D11Device *device, const void *s
HRESULT WINAPI D3DX11GetImageInfoFromMemory(const void *src_data, SIZE_T src_data_size, ID3DX11ThreadPump *pump,
D3DX11_IMAGE_INFO *img_info, HRESULT *hresult);
HRESULT WINAPI D3DX11SaveTextureToMemory(ID3D11DeviceContext *context, ID3D11Resource *texture,
D3DX11_IMAGE_FILE_FORMAT format, ID3D10Blob **buffer, UINT flags);
#ifdef __cplusplus
}
#endif
......
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