/* * 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 %lu, 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 %lu, 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; }