#include "d3dx11.h"
#include "d3dcompiler.h"
#include "wine/debug.h"
Go to the source code of this file.
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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) |
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| HRESULT WINAPI | D3DX11CreateTextureFromFileA (ID3D11Device *device, const char *filename, D3DX11_IMAGE_LOAD_INFO *load_info, ID3DX11ThreadPump *pump, ID3D11Resource **texture, HRESULT *hresult) |
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| HRESULT WINAPI | D3DX11CreateTextureFromFileW (ID3D11Device *device, const WCHAR *filename, D3DX11_IMAGE_LOAD_INFO *load_info, ID3DX11ThreadPump *pump, ID3D11Resource **texture, HRESULT *hresult) |
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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) |
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| HRESULT WINAPI | D3DX11SaveTextureToFileW (ID3D11DeviceContext *context, ID3D11Resource *texture, D3DX11_IMAGE_FILE_FORMAT format, const WCHAR *filename) |
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| HRESULT WINAPI | D3DX11SaveTextureToFileA (ID3D11DeviceContext *context, ID3D11Resource *texture, D3DX11_IMAGE_FILE_FORMAT format, const char *filename) |
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| HRESULT WINAPI | D3DX11SaveTextureToMemory (ID3D11DeviceContext *context, ID3D11Resource *texture, D3DX11_IMAGE_FILE_FORMAT format, ID3D10Blob **buffer, UINT flags) |
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| HRESULT WINAPI | D3DX11LoadTextureFromTexture (ID3D11DeviceContext *context, ID3D11Resource *src_texture, D3DX11_TEXTURE_LOAD_INFO *info, ID3D11Resource *dst_texture) |
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◆ D3DX11CreateShaderResourceViewFromMemory()
Definition at line 26 of file texture.c.
29{
30 FIXME(
"device %p, data %p, data_size %Iu, load_info %p, pump %p, view %p, hresult %p stub!\n",
32
34}
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const GLvoid * data
◆ D3DX11CreateTextureFromFileA()
Definition at line 36 of file texture.c.
39{
40 FIXME(
"device %p, filename %s, load_info %p, pump %p, texture %p, hresult %p stub.\n",
42
44}
◆ D3DX11CreateTextureFromFileW()
Definition at line 46 of file texture.c.
49{
50 FIXME(
"device %p, filename %s, load_info %p, pump %p, texture %p, hresult %p stub.\n",
52
54}
◆ D3DX11CreateTextureFromMemory()
Definition at line 56 of file texture.c.
59{
60 FIXME(
"device %p, data %p, data_size %Iu, load_info %p, pump %p, texture %p, hresult %p stub.\n",
62
64}
◆ D3DX11LoadTextureFromTexture()
Definition at line 93 of file texture.c.
95{
96 FIXME(
"context %p, src_texture %p, info %p, dst_texture %p stub!\n",
98
100}
◆ D3DX11SaveTextureToFileA()
Definition at line 75 of file texture.c.
77{
78 FIXME(
"context %p, texture %p, format %u, filename %s stub!\n",
80
82}
◆ D3DX11SaveTextureToFileW()
Definition at line 66 of file texture.c.
68{
69 FIXME(
"context %p, texture %p, format %u, filename %s stub!\n",
71
73}
◆ D3DX11SaveTextureToMemory()
Definition at line 84 of file texture.c.
86{
87 FIXME(
"context %p, texture %p, format %u, buffer %p, flags %#x stub!\n",
89
91}
◆ WINE_DEFAULT_DEBUG_CHANNEL()
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d3dx |
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