HRESULT WINAPI D3DX11CreateTextureFromFileA(ID3D11Device *device, const char *filename, D3DX11_IMAGE_LOAD_INFO *load_info, ID3DX11ThreadPump *pump, ID3D11Resource **texture, HRESULT *hresult)
HRESULT WINAPI D3DX11SaveTextureToMemory(ID3D11DeviceContext *context, ID3D11Resource *texture, D3DX11_IMAGE_FILE_FORMAT format, ID3D10Blob **buffer, UINT flags)
HRESULT WINAPI D3DX11CreateTextureFromFileW(ID3D11Device *device, const WCHAR *filename, D3DX11_IMAGE_LOAD_INFO *load_info, ID3DX11ThreadPump *pump, ID3D11Resource **texture, HRESULT *hresult)
HRESULT WINAPI D3DX11SaveTextureToFileW(ID3D11DeviceContext *context, ID3D11Resource *texture, D3DX11_IMAGE_FILE_FORMAT format, const WCHAR *filename)
HRESULT WINAPI D3DX11CreateTextureFromMemory(ID3D11Device *device, const void *data, SIZE_T data_size, D3DX11_IMAGE_LOAD_INFO *load_info, ID3DX11ThreadPump *pump, ID3D11Resource **texture, HRESULT *hresult)
HRESULT WINAPI D3DX11LoadTextureFromTexture(ID3D11DeviceContext *context, ID3D11Resource *src_texture, D3DX11_TEXTURE_LOAD_INFO *info, ID3D11Resource *dst_texture)
HRESULT WINAPI D3DX11CreateShaderResourceViewFromMemory(ID3D11Device *device, const void *data, SIZE_T data_size, D3DX11_IMAGE_LOAD_INFO *load_info, ID3DX11ThreadPump *pump, ID3D11ShaderResourceView **view, HRESULT *hresult)
HRESULT WINAPI D3DX11SaveTextureToFileA(ID3D11DeviceContext *context, ID3D11Resource *texture, D3DX11_IMAGE_FILE_FORMAT format, const char *filename)