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d3dx11: Add D3DX11LoadTextureFromTexture stub.
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@ -32,7 +32,7 @@
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@ stdcall D3DX11GetImageInfoFromMemory(ptr long ptr ptr ptr)
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@ stdcall D3DX11GetImageInfoFromMemory(ptr long ptr ptr ptr)
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@ stub D3DX11GetImageInfoFromResourceA
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@ stub D3DX11GetImageInfoFromResourceA
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@ stub D3DX11GetImageInfoFromResourceW
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@ stub D3DX11GetImageInfoFromResourceW
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@ stub D3DX11LoadTextureFromTexture
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@ stdcall D3DX11LoadTextureFromTexture(ptr ptr ptr ptr)
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@ stub D3DX11PreprocessShaderFromFileA
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@ stub D3DX11PreprocessShaderFromFileA
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@ stub D3DX11PreprocessShaderFromFileW
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@ stub D3DX11PreprocessShaderFromFileW
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@ stub D3DX11PreprocessShaderFromMemory
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@ stub D3DX11PreprocessShaderFromMemory
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@ -32,7 +32,7 @@
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@ stdcall D3DX11GetImageInfoFromMemory(ptr long ptr ptr ptr)
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@ stdcall D3DX11GetImageInfoFromMemory(ptr long ptr ptr ptr)
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@ stub D3DX11GetImageInfoFromResourceA
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@ stub D3DX11GetImageInfoFromResourceA
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@ stub D3DX11GetImageInfoFromResourceW
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@ stub D3DX11GetImageInfoFromResourceW
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@ stub D3DX11LoadTextureFromTexture
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@ stdcall D3DX11LoadTextureFromTexture(ptr ptr ptr ptr)
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@ stub D3DX11PreprocessShaderFromFileA
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@ stub D3DX11PreprocessShaderFromFileA
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@ stub D3DX11PreprocessShaderFromFileW
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@ stub D3DX11PreprocessShaderFromFileW
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@ stub D3DX11PreprocessShaderFromMemory
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@ stub D3DX11PreprocessShaderFromMemory
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@ -89,3 +89,12 @@ HRESULT WINAPI D3DX11SaveTextureToMemory(ID3D11DeviceContext *context, ID3D11Res
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return E_NOTIMPL;
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return E_NOTIMPL;
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}
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}
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HRESULT WINAPI D3DX11LoadTextureFromTexture(ID3D11DeviceContext *context, ID3D11Resource *src_texture,
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D3DX11_TEXTURE_LOAD_INFO *info, ID3D11Resource *dst_texture)
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{
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FIXME("context %p, src_texture %p, info %p, dst_texture %p stub!\n",
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context, src_texture, info, dst_texture);
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return E_NOTIMPL;
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}
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@ -155,6 +155,8 @@ HRESULT WINAPI D3DX11GetImageInfoFromFileW(const WCHAR *filename, ID3DX11ThreadP
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HRESULT *hresult);
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HRESULT *hresult);
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HRESULT WINAPI D3DX11GetImageInfoFromMemory(const void *src_data, SIZE_T src_data_size, ID3DX11ThreadPump *pump,
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HRESULT WINAPI D3DX11GetImageInfoFromMemory(const void *src_data, SIZE_T src_data_size, ID3DX11ThreadPump *pump,
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D3DX11_IMAGE_INFO *img_info, HRESULT *hresult);
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D3DX11_IMAGE_INFO *img_info, HRESULT *hresult);
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HRESULT WINAPI D3DX11LoadTextureFromTexture(ID3D11DeviceContext *context, ID3D11Resource *src_texture,
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D3DX11_TEXTURE_LOAD_INFO *info, ID3D11Resource *dst_texture);
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HRESULT WINAPI D3DX11SaveTextureToFileA(ID3D11DeviceContext *context, ID3D11Resource *texture,
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HRESULT WINAPI D3DX11SaveTextureToFileA(ID3D11DeviceContext *context, ID3D11Resource *texture,
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D3DX11_IMAGE_FILE_FORMAT format, const char *filename);
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D3DX11_IMAGE_FILE_FORMAT format, const char *filename);
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HRESULT WINAPI D3DX11SaveTextureToFileW(ID3D11DeviceContext *context, ID3D11Resource *texture,
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HRESULT WINAPI D3DX11SaveTextureToFileW(ID3D11DeviceContext *context, ID3D11Resource *texture,
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