/* * 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" #ifndef __D3DX11TEX_H__ #define __D3DX11TEX_H__ typedef enum D3DX11_FILTER_FLAG { D3DX11_FILTER_NONE = 0x00000001, D3DX11_FILTER_POINT = 0x00000002, D3DX11_FILTER_LINEAR = 0x00000003, D3DX11_FILTER_TRIANGLE = 0x00000004, D3DX11_FILTER_BOX = 0x00000005, D3DX11_FILTER_MIRROR_U = 0x00010000, D3DX11_FILTER_MIRROR_V = 0x00020000, D3DX11_FILTER_MIRROR_W = 0x00040000, D3DX11_FILTER_MIRROR = 0x00070000, D3DX11_FILTER_DITHER = 0x00080000, D3DX11_FILTER_DITHER_DIFFUSION = 0x00100000, D3DX11_FILTER_SRGB_IN = 0x00200000, D3DX11_FILTER_SRGB_OUT = 0x00400000, D3DX11_FILTER_SRGB = 0x00600000, } D3DX11_FILTER_FLAG; typedef enum D3DX11_IMAGE_FILE_FORMAT { D3DX11_IFF_BMP = 0, D3DX11_IFF_JPG = 1, D3DX11_IFF_PNG = 3, D3DX11_IFF_DDS = 4, D3DX11_IFF_TIFF = 10, D3DX11_IFF_GIF = 11, D3DX11_IFF_WMP = 12, D3DX11_IFF_FORCE_DWORD = 0x7fffffff } D3DX11_IMAGE_FILE_FORMAT; typedef struct D3DX11_IMAGE_INFO { UINT Width; UINT Height; UINT Depth; UINT ArraySize; UINT MipLevels; UINT MiscFlags; DXGI_FORMAT Format; D3D11_RESOURCE_DIMENSION ResourceDimension; D3DX11_IMAGE_FILE_FORMAT ImageFileFormat; } D3DX11_IMAGE_INFO; typedef struct D3DX11_IMAGE_LOAD_INFO { UINT Width; UINT Height; UINT Depth; UINT FirstMipLevel; UINT MipLevels; D3D11_USAGE Usage; UINT BindFlags; UINT CpuAccessFlags; UINT MiscFlags; DXGI_FORMAT Format; UINT Filter; UINT MipFilter; D3DX11_IMAGE_INFO *pSrcInfo; #ifdef __cplusplus D3DX11_IMAGE_LOAD_INFO() { Width = D3DX11_DEFAULT; Height = D3DX11_DEFAULT; Depth = D3DX11_DEFAULT; FirstMipLevel = D3DX11_DEFAULT; MipLevels = D3DX11_DEFAULT; Usage = (D3D11_USAGE)D3DX11_DEFAULT; BindFlags = D3DX11_DEFAULT; CpuAccessFlags = D3DX11_DEFAULT; MiscFlags = D3DX11_DEFAULT; Format = DXGI_FORMAT_FROM_FILE; Filter = D3DX11_DEFAULT; MipFilter = D3DX11_DEFAULT; pSrcInfo = NULL; } #endif } D3DX11_IMAGE_LOAD_INFO; #ifdef __cplusplus extern "C" { #endif 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 D3DX11CreateTextureFromFileA(ID3D11Device *device, const char *filename, D3DX11_IMAGE_LOAD_INFO *load_info, ID3DX11ThreadPump *pump, ID3D11Resource **texture, HRESULT *hresult); HRESULT WINAPI D3DX11CreateTextureFromFileW(ID3D11Device *device, const WCHAR *filename, D3DX11_IMAGE_LOAD_INFO *load_info, ID3DX11ThreadPump *pump, ID3D11Resource **texture, HRESULT *hresult); HRESULT WINAPI D3DX11CreateTextureFromMemory(ID3D11Device *device, const void *src_data, SIZE_T src_data_size, D3DX11_IMAGE_LOAD_INFO *loadinfo, ID3DX11ThreadPump *pump, ID3D11Resource **texture, HRESULT *hresult); HRESULT WINAPI D3DX11FilterTexture(ID3D11DeviceContext *context, ID3D11Resource *texture, UINT src_level, UINT filter); HRESULT WINAPI D3DX11GetImageInfoFromFileA(const char *filename, ID3DX11ThreadPump *pump, D3DX11_IMAGE_INFO *img_info, HRESULT *hresult); HRESULT WINAPI D3DX11GetImageInfoFromFileW(const WCHAR *filename, ID3DX11ThreadPump *pump, D3DX11_IMAGE_INFO *img_info, HRESULT *hresult); HRESULT WINAPI D3DX11GetImageInfoFromMemory(const void *src_data, SIZE_T src_data_size, ID3DX11ThreadPump *pump, D3DX11_IMAGE_INFO *img_info, HRESULT *hresult); HRESULT WINAPI D3DX11SaveTextureToFileA(ID3D11DeviceContext *context, ID3D11Resource *texture, D3DX11_IMAGE_FILE_FORMAT format, const char *filename); HRESULT WINAPI D3DX11SaveTextureToFileW(ID3D11DeviceContext *context, ID3D11Resource *texture, D3DX11_IMAGE_FILE_FORMAT format, const WCHAR *filename); HRESULT WINAPI D3DX11SaveTextureToMemory(ID3D11DeviceContext *context, ID3D11Resource *texture, D3DX11_IMAGE_FILE_FORMAT format, ID3D10Blob **buffer, UINT flags); #ifdef __cplusplus } #endif #endif