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DirectXTexD3D11.cpp File Reference
#include "directxtexp.h"
#include <d3d10.h>

Go to the source code of this file.

Namespaces

 DirectX
 

Functions

static HRESULT DirectX::_Capture (_In_ ID3D11DeviceContext *pContext, _In_ ID3D11Resource *pSource, _In_ const TexMetadata &metadata, _In_ const ScratchImage &result)
 
_Use_decl_annotations_ bool DirectX::IsSupportedTexture (ID3D11Device *pDevice, const TexMetadata &metadata)
 
_Use_decl_annotations_ HRESULT DirectX::CreateTexture (ID3D11Device *pDevice, const Image *srcImages, size_t nimages, const TexMetadata &metadata, ID3D11Resource **ppResource)
 
_Use_decl_annotations_ HRESULT DirectX::CreateTextureEx (ID3D11Device *pDevice, const Image *srcImages, size_t nimages, const TexMetadata &metadata, D3D11_USAGE usage, unsigned int bindFlags, unsigned int cpuAccessFlags, unsigned int miscFlags, bool forceSRGB, ID3D11Resource **ppResource)
 
_Use_decl_annotations_ HRESULT DirectX::CreateShaderResourceView (ID3D11Device *pDevice, const Image *srcImages, size_t nimages, const TexMetadata &metadata, ID3D11ShaderResourceView **ppSRV)
 
_Use_decl_annotations_ HRESULT DirectX::CreateShaderResourceViewEx (ID3D11Device *pDevice, const Image *srcImages, size_t nimages, const TexMetadata &metadata, D3D11_USAGE usage, unsigned int bindFlags, unsigned int cpuAccessFlags, unsigned int miscFlags, bool forceSRGB, ID3D11ShaderResourceView **ppSRV)
 
_Use_decl_annotations_ HRESULT DirectX::CaptureTexture (ID3D11Device *pDevice, ID3D11DeviceContext *pContext, ID3D11Resource *pSource, ScratchImage &result)