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d3dx10tex.h File Reference
#include "d3dx10.h"
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Classes

struct  D3DX10_IMAGE_INFO
 
struct  D3DX10_IMAGE_LOAD_INFO
 
struct  _D3DX10_TEXTURE_LOAD_INFO
 

Macros

#define D3DX10GetImageInfoFromFile   D3DX10GetImageInfoFromFileA
 
#define D3DX10GetImageInfoFromResource   D3DX10GetImageInfoFromResourceA
 
#define D3DX10CreateShaderResourceViewFromFile   D3DX10CreateShaderResourceViewFromFileA
 
#define D3DX10CreateTextureFromFile   D3DX10CreateTextureFromFileA
 
#define D3DX10CreateShaderResourceViewFromResource   D3DX10CreateShaderResourceViewFromResourceA
 
#define D3DX10CreateTextureFromResource   D3DX10CreateTextureFromResourceA
 
#define D3DX10SaveTextureToFile   D3DX10SaveTextureToFileA
 

Typedefs

typedef enum D3DX10_FILTER_FLAG D3DX10_FILTER_FLAG
 
typedef enum D3DX10_NORMALMAP_FLAG D3DX10_NORMALMAP_FLAG
 
typedef enum D3DX10_CHANNEL_FLAG D3DX10_CHANNEL_FLAG
 
typedef enum D3DX10_IMAGE_FILE_FORMAT D3DX10_IMAGE_FILE_FORMAT
 
typedef enum D3DX10_SAVE_TEXTURE_FLAG D3DX10_SAVE_TEXTURE_FLAG
 
typedef struct D3DX10_IMAGE_INFO D3DX10_IMAGE_INFO
 
typedef struct D3DX10_IMAGE_LOAD_INFO D3DX10_IMAGE_LOAD_INFO
 
typedef struct _D3DX10_TEXTURE_LOAD_INFO D3DX10_TEXTURE_LOAD_INFO
 

Enumerations

enum  D3DX10_FILTER_FLAG {
  D3DX10_FILTER_NONE = (1 << 0), D3DX10_FILTER_POINT = (2 << 0), D3DX10_FILTER_LINEAR = (3 << 0), D3DX10_FILTER_TRIANGLE = (4 << 0),
  D3DX10_FILTER_BOX = (5 << 0), D3DX10_FILTER_MIRROR_U = (1 << 16), D3DX10_FILTER_MIRROR_V = (2 << 16), D3DX10_FILTER_MIRROR_W = (4 << 16),
  D3DX10_FILTER_MIRROR = (7 << 16), D3DX10_FILTER_DITHER = (1 << 19), D3DX10_FILTER_DITHER_DIFFUSION = (2 << 19), D3DX10_FILTER_SRGB_IN = (1 << 21),
  D3DX10_FILTER_SRGB_OUT = (2 << 21), D3DX10_FILTER_SRGB = (3 << 21)
}
 
enum  D3DX10_NORMALMAP_FLAG {
  D3DX10_NORMALMAP_MIRROR_U = (1 << 16), D3DX10_NORMALMAP_MIRROR_V = (2 << 16), D3DX10_NORMALMAP_MIRROR = (3 << 16), D3DX10_NORMALMAP_INVERTSIGN = (8 << 16),
  D3DX10_NORMALMAP_COMPUTE_OCCLUSION = (16 << 16)
}
 
enum  D3DX10_CHANNEL_FLAG {
  D3DX10_CHANNEL_RED = (1 << 0), D3DX10_CHANNEL_BLUE = (1 << 1), D3DX10_CHANNEL_GREEN = (1 << 2), D3DX10_CHANNEL_ALPHA = (1 << 3),
  D3DX10_CHANNEL_LUMINANCE = (1 << 4)
}
 
enum  D3DX10_IMAGE_FILE_FORMAT {
  D3DX10_IFF_BMP = 0, D3DX10_IFF_JPG = 1, D3DX10_IFF_PNG = 3, D3DX10_IFF_DDS = 4,
  D3DX10_IFF_TIFF = 10, D3DX10_IFF_GIF = 11, D3DX10_IFF_WMP = 12, D3DX10_IFF_FORCE_DWORD = 0x7fffffff
}
 
enum  D3DX10_SAVE_TEXTURE_FLAG { D3DX10_STF_USEINPUTBLOB = 0x0001 }
 

Functions

HRESULT WINAPI D3DX10GetImageInfoFromFileA (LPCSTR pSrcFile, ID3DX10ThreadPump *pPump, D3DX10_IMAGE_INFO *pSrcInfo, HRESULT *pHResult)
 
HRESULT WINAPI D3DX10GetImageInfoFromFileW (LPCWSTR pSrcFile, ID3DX10ThreadPump *pPump, D3DX10_IMAGE_INFO *pSrcInfo, HRESULT *pHResult)
 
HRESULT WINAPI D3DX10GetImageInfoFromResourceA (HMODULE hSrcModule, LPCSTR pSrcResource, ID3DX10ThreadPump *pPump, D3DX10_IMAGE_INFO *pSrcInfo, HRESULT *pHResult)
 
HRESULT WINAPI D3DX10GetImageInfoFromResourceW (HMODULE hSrcModule, LPCWSTR pSrcResource, ID3DX10ThreadPump *pPump, D3DX10_IMAGE_INFO *pSrcInfo, HRESULT *pHResult)
 
HRESULT WINAPI D3DX10GetImageInfoFromMemory (LPCVOID pSrcData, SIZE_T SrcDataSize, ID3DX10ThreadPump *pPump, D3DX10_IMAGE_INFO *pSrcInfo, HRESULT *pHResult)
 
HRESULT WINAPI D3DX10CreateShaderResourceViewFromFileA (ID3D10Device *pDevice, LPCSTR pSrcFile, D3DX10_IMAGE_LOAD_INFO *pLoadInfo, ID3DX10ThreadPump *pPump, ID3D10ShaderResourceView **ppShaderResourceView, HRESULT *pHResult)
 
HRESULT WINAPI D3DX10CreateShaderResourceViewFromFileW (ID3D10Device *pDevice, LPCWSTR pSrcFile, D3DX10_IMAGE_LOAD_INFO *pLoadInfo, ID3DX10ThreadPump *pPump, ID3D10ShaderResourceView **ppShaderResourceView, HRESULT *pHResult)
 
HRESULT WINAPI D3DX10CreateTextureFromFileA (ID3D10Device *pDevice, LPCSTR pSrcFile, D3DX10_IMAGE_LOAD_INFO *pLoadInfo, ID3DX10ThreadPump *pPump, ID3D10Resource **ppTexture, HRESULT *pHResult)
 
HRESULT WINAPI D3DX10CreateTextureFromFileW (ID3D10Device *pDevice, LPCWSTR pSrcFile, D3DX10_IMAGE_LOAD_INFO *pLoadInfo, ID3DX10ThreadPump *pPump, ID3D10Resource **ppTexture, HRESULT *pHResult)
 
HRESULT WINAPI D3DX10CreateShaderResourceViewFromResourceA (ID3D10Device *pDevice, HMODULE hSrcModule, LPCSTR pSrcResource, D3DX10_IMAGE_LOAD_INFO *pLoadInfo, ID3DX10ThreadPump *pPump, ID3D10ShaderResourceView **ppShaderResourceView, HRESULT *pHResult)
 
HRESULT WINAPI D3DX10CreateShaderResourceViewFromResourceW (ID3D10Device *pDevice, HMODULE hSrcModule, LPCWSTR pSrcResource, D3DX10_IMAGE_LOAD_INFO *pLoadInfo, ID3DX10ThreadPump *pPump, ID3D10ShaderResourceView **ppShaderResourceView, HRESULT *pHResult)
 
HRESULT WINAPI D3DX10CreateTextureFromResourceA (ID3D10Device *pDevice, HMODULE hSrcModule, LPCSTR pSrcResource, D3DX10_IMAGE_LOAD_INFO *pLoadInfo, ID3DX10ThreadPump *pPump, ID3D10Resource **ppTexture, HRESULT *pHResult)
 
HRESULT WINAPI D3DX10CreateTextureFromResourceW (ID3D10Device *pDevice, HMODULE hSrcModule, LPCWSTR pSrcResource, D3DX10_IMAGE_LOAD_INFO *pLoadInfo, ID3DX10ThreadPump *pPump, ID3D10Resource **ppTexture, HRESULT *pHResult)
 
HRESULT WINAPI D3DX10CreateShaderResourceViewFromMemory (ID3D10Device *pDevice, LPCVOID pSrcData, SIZE_T SrcDataSize, D3DX10_IMAGE_LOAD_INFO *pLoadInfo, ID3DX10ThreadPump *pPump, ID3D10ShaderResourceView **ppShaderResourceView, HRESULT *pHResult)
 
HRESULT WINAPI D3DX10CreateTextureFromMemory (ID3D10Device *pDevice, LPCVOID pSrcData, SIZE_T SrcDataSize, D3DX10_IMAGE_LOAD_INFO *pLoadInfo, ID3DX10ThreadPump *pPump, ID3D10Resource **ppTexture, HRESULT *pHResult)
 
HRESULT WINAPI D3DX10LoadTextureFromTexture (ID3D10Resource *pSrcTexture, D3DX10_TEXTURE_LOAD_INFO *pLoadInfo, ID3D10Resource *pDstTexture)
 
HRESULT WINAPI D3DX10FilterTexture (ID3D10Resource *pTexture, UINT SrcLevel, UINT MipFilter)
 
HRESULT WINAPI D3DX10SaveTextureToFileA (ID3D10Resource *pSrcTexture, D3DX10_IMAGE_FILE_FORMAT DestFormat, LPCSTR pDestFile)
 
HRESULT WINAPI D3DX10SaveTextureToFileW (ID3D10Resource *pSrcTexture, D3DX10_IMAGE_FILE_FORMAT DestFormat, LPCWSTR pDestFile)
 
HRESULT WINAPI D3DX10SaveTextureToMemory (ID3D10Resource *pSrcTexture, D3DX10_IMAGE_FILE_FORMAT DestFormat, LPD3D10BLOB *ppDestBuf, UINT Flags)
 
HRESULT WINAPI D3DX10ComputeNormalMap (ID3D10Texture2D *pSrcTexture, UINT Flags, UINT Channel, FLOAT Amplitude, ID3D10Texture2D *pDestTexture)
 
HRESULT WINAPI D3DX10SHProjectCubeMap (__in_range(2, 6) UINT Order, ID3D10Texture2D *pCubeMap, __out_ecount(Order *Order) FLOAT *pROut, __out_ecount_opt(Order *Order) FLOAT *pGOut, __out_ecount_opt(Order *Order) FLOAT *pBOut)
 

Macro Definition Documentation

◆ D3DX10CreateShaderResourceViewFromFile

#define D3DX10CreateShaderResourceViewFromFile   D3DX10CreateShaderResourceViewFromFileA

◆ D3DX10CreateShaderResourceViewFromResource

#define D3DX10CreateShaderResourceViewFromResource   D3DX10CreateShaderResourceViewFromResourceA

◆ D3DX10CreateTextureFromFile

#define D3DX10CreateTextureFromFile   D3DX10CreateTextureFromFileA

◆ D3DX10CreateTextureFromResource

#define D3DX10CreateTextureFromResource   D3DX10CreateTextureFromResourceA

◆ D3DX10GetImageInfoFromFile

#define D3DX10GetImageInfoFromFile   D3DX10GetImageInfoFromFileA

◆ D3DX10GetImageInfoFromResource

#define D3DX10GetImageInfoFromResource   D3DX10GetImageInfoFromResourceA

◆ D3DX10SaveTextureToFile

#define D3DX10SaveTextureToFile   D3DX10SaveTextureToFileA

Typedef Documentation

◆ D3DX10_CHANNEL_FLAG

◆ D3DX10_FILTER_FLAG

◆ D3DX10_IMAGE_FILE_FORMAT

◆ D3DX10_IMAGE_INFO

◆ D3DX10_IMAGE_LOAD_INFO

◆ D3DX10_NORMALMAP_FLAG

◆ D3DX10_SAVE_TEXTURE_FLAG

◆ D3DX10_TEXTURE_LOAD_INFO

Enumeration Type Documentation

◆ D3DX10_CHANNEL_FLAG

Enumerator
D3DX10_CHANNEL_RED 
D3DX10_CHANNEL_BLUE 
D3DX10_CHANNEL_GREEN 
D3DX10_CHANNEL_ALPHA 
D3DX10_CHANNEL_LUMINANCE 

◆ D3DX10_FILTER_FLAG

Enumerator
D3DX10_FILTER_NONE 
D3DX10_FILTER_POINT 
D3DX10_FILTER_LINEAR 
D3DX10_FILTER_TRIANGLE 
D3DX10_FILTER_BOX 
D3DX10_FILTER_MIRROR_U 
D3DX10_FILTER_MIRROR_V 
D3DX10_FILTER_MIRROR_W 
D3DX10_FILTER_MIRROR 
D3DX10_FILTER_DITHER 
D3DX10_FILTER_DITHER_DIFFUSION 
D3DX10_FILTER_SRGB_IN 
D3DX10_FILTER_SRGB_OUT 
D3DX10_FILTER_SRGB 

◆ D3DX10_IMAGE_FILE_FORMAT

Enumerator
D3DX10_IFF_BMP 
D3DX10_IFF_JPG 
D3DX10_IFF_PNG 
D3DX10_IFF_DDS 
D3DX10_IFF_TIFF 
D3DX10_IFF_GIF 
D3DX10_IFF_WMP 
D3DX10_IFF_FORCE_DWORD 

◆ D3DX10_NORMALMAP_FLAG

Enumerator
D3DX10_NORMALMAP_MIRROR_U 
D3DX10_NORMALMAP_MIRROR_V 
D3DX10_NORMALMAP_MIRROR 
D3DX10_NORMALMAP_INVERTSIGN 
D3DX10_NORMALMAP_COMPUTE_OCCLUSION 

◆ D3DX10_SAVE_TEXTURE_FLAG

Enumerator
D3DX10_STF_USEINPUTBLOB 

Function Documentation

◆ D3DX10ComputeNormalMap()

HRESULT WINAPI D3DX10ComputeNormalMap ( ID3D10Texture2D pSrcTexture,
UINT  Flags,
UINT  Channel,
FLOAT  Amplitude,
ID3D10Texture2D pDestTexture 
)

◆ D3DX10CreateShaderResourceViewFromFileA()

HRESULT WINAPI D3DX10CreateShaderResourceViewFromFileA ( ID3D10Device pDevice,
LPCSTR  pSrcFile,
D3DX10_IMAGE_LOAD_INFO pLoadInfo,
ID3DX10ThreadPump *  pPump,
ID3D10ShaderResourceView **  ppShaderResourceView,
HRESULT pHResult 
)

◆ D3DX10CreateShaderResourceViewFromFileW()

HRESULT WINAPI D3DX10CreateShaderResourceViewFromFileW ( ID3D10Device pDevice,
LPCWSTR  pSrcFile,
D3DX10_IMAGE_LOAD_INFO pLoadInfo,
ID3DX10ThreadPump *  pPump,
ID3D10ShaderResourceView **  ppShaderResourceView,
HRESULT pHResult 
)

◆ D3DX10CreateShaderResourceViewFromMemory()

HRESULT WINAPI D3DX10CreateShaderResourceViewFromMemory ( ID3D10Device pDevice,
LPCVOID  pSrcData,
SIZE_T  SrcDataSize,
D3DX10_IMAGE_LOAD_INFO pLoadInfo,
ID3DX10ThreadPump *  pPump,
ID3D10ShaderResourceView **  ppShaderResourceView,
HRESULT pHResult 
)

◆ D3DX10CreateShaderResourceViewFromResourceA()

HRESULT WINAPI D3DX10CreateShaderResourceViewFromResourceA ( ID3D10Device pDevice,
HMODULE  hSrcModule,
LPCSTR  pSrcResource,
D3DX10_IMAGE_LOAD_INFO pLoadInfo,
ID3DX10ThreadPump *  pPump,
ID3D10ShaderResourceView **  ppShaderResourceView,
HRESULT pHResult 
)

◆ D3DX10CreateShaderResourceViewFromResourceW()

HRESULT WINAPI D3DX10CreateShaderResourceViewFromResourceW ( ID3D10Device pDevice,
HMODULE  hSrcModule,
LPCWSTR  pSrcResource,
D3DX10_IMAGE_LOAD_INFO pLoadInfo,
ID3DX10ThreadPump *  pPump,
ID3D10ShaderResourceView **  ppShaderResourceView,
HRESULT pHResult 
)

◆ D3DX10CreateTextureFromFileA()

HRESULT WINAPI D3DX10CreateTextureFromFileA ( ID3D10Device pDevice,
LPCSTR  pSrcFile,
D3DX10_IMAGE_LOAD_INFO pLoadInfo,
ID3DX10ThreadPump *  pPump,
ID3D10Resource **  ppTexture,
HRESULT pHResult 
)

◆ D3DX10CreateTextureFromFileW()

HRESULT WINAPI D3DX10CreateTextureFromFileW ( ID3D10Device pDevice,
LPCWSTR  pSrcFile,
D3DX10_IMAGE_LOAD_INFO pLoadInfo,
ID3DX10ThreadPump *  pPump,
ID3D10Resource **  ppTexture,
HRESULT pHResult 
)

◆ D3DX10CreateTextureFromMemory()

HRESULT WINAPI D3DX10CreateTextureFromMemory ( ID3D10Device pDevice,
LPCVOID  pSrcData,
SIZE_T  SrcDataSize,
D3DX10_IMAGE_LOAD_INFO pLoadInfo,
ID3DX10ThreadPump *  pPump,
ID3D10Resource **  ppTexture,
HRESULT pHResult 
)

◆ D3DX10CreateTextureFromResourceA()

HRESULT WINAPI D3DX10CreateTextureFromResourceA ( ID3D10Device pDevice,
HMODULE  hSrcModule,
LPCSTR  pSrcResource,
D3DX10_IMAGE_LOAD_INFO pLoadInfo,
ID3DX10ThreadPump *  pPump,
ID3D10Resource **  ppTexture,
HRESULT pHResult 
)

◆ D3DX10CreateTextureFromResourceW()

HRESULT WINAPI D3DX10CreateTextureFromResourceW ( ID3D10Device pDevice,
HMODULE  hSrcModule,
LPCWSTR  pSrcResource,
D3DX10_IMAGE_LOAD_INFO pLoadInfo,
ID3DX10ThreadPump *  pPump,
ID3D10Resource **  ppTexture,
HRESULT pHResult 
)

◆ D3DX10FilterTexture()

HRESULT WINAPI D3DX10FilterTexture ( ID3D10Resource pTexture,
UINT  SrcLevel,
UINT  MipFilter 
)

◆ D3DX10GetImageInfoFromFileA()

HRESULT WINAPI D3DX10GetImageInfoFromFileA ( LPCSTR  pSrcFile,
ID3DX10ThreadPump *  pPump,
D3DX10_IMAGE_INFO pSrcInfo,
HRESULT pHResult 
)

◆ D3DX10GetImageInfoFromFileW()

HRESULT WINAPI D3DX10GetImageInfoFromFileW ( LPCWSTR  pSrcFile,
ID3DX10ThreadPump *  pPump,
D3DX10_IMAGE_INFO pSrcInfo,
HRESULT pHResult 
)

◆ D3DX10GetImageInfoFromMemory()

HRESULT WINAPI D3DX10GetImageInfoFromMemory ( LPCVOID  pSrcData,
SIZE_T  SrcDataSize,
ID3DX10ThreadPump *  pPump,
D3DX10_IMAGE_INFO pSrcInfo,
HRESULT pHResult 
)

◆ D3DX10GetImageInfoFromResourceA()

HRESULT WINAPI D3DX10GetImageInfoFromResourceA ( HMODULE  hSrcModule,
LPCSTR  pSrcResource,
ID3DX10ThreadPump *  pPump,
D3DX10_IMAGE_INFO pSrcInfo,
HRESULT pHResult 
)

◆ D3DX10GetImageInfoFromResourceW()

HRESULT WINAPI D3DX10GetImageInfoFromResourceW ( HMODULE  hSrcModule,
LPCWSTR  pSrcResource,
ID3DX10ThreadPump *  pPump,
D3DX10_IMAGE_INFO pSrcInfo,
HRESULT pHResult 
)

◆ D3DX10LoadTextureFromTexture()

HRESULT WINAPI D3DX10LoadTextureFromTexture ( ID3D10Resource pSrcTexture,
D3DX10_TEXTURE_LOAD_INFO pLoadInfo,
ID3D10Resource pDstTexture 
)

◆ D3DX10SaveTextureToFileA()

HRESULT WINAPI D3DX10SaveTextureToFileA ( ID3D10Resource pSrcTexture,
D3DX10_IMAGE_FILE_FORMAT  DestFormat,
LPCSTR  pDestFile 
)

◆ D3DX10SaveTextureToFileW()

HRESULT WINAPI D3DX10SaveTextureToFileW ( ID3D10Resource pSrcTexture,
D3DX10_IMAGE_FILE_FORMAT  DestFormat,
LPCWSTR  pDestFile 
)

◆ D3DX10SaveTextureToMemory()

HRESULT WINAPI D3DX10SaveTextureToMemory ( ID3D10Resource pSrcTexture,
D3DX10_IMAGE_FILE_FORMAT  DestFormat,
LPD3D10BLOB ppDestBuf,
UINT  Flags 
)

◆ D3DX10SHProjectCubeMap()

HRESULT WINAPI D3DX10SHProjectCubeMap ( __in_range(2, 6) UINT  Order,
ID3D10Texture2D pCubeMap,
__out_ecount(Order *Order) FLOAT pROut,
__out_ecount_opt(Order *Order) FLOAT pGOut,
__out_ecount_opt(Order *Order) FLOAT pBOut 
)