wine-wine/include/d3dx11tex.h

140 lines
5.3 KiB
C

/*
* 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