//-------------------------------------------------------------------------------------- // File: WICTextureLoader12.h // // Function for loading a WIC image and creating a Direct3D runtime texture for it // (auto-generating mipmaps if possible) // // Note: Assumes application has already called CoInitializeEx // // Note these functions are useful for images created as simple 2D textures. For // more complex resources, DDSTextureLoader is an excellent light-weight runtime loader. // For a full-featured DDS file reader, writer, and texture processing pipeline see // the 'Texconv' sample and the 'DirectXTex' library. // // Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. // // http://go.microsoft.com/fwlink/?LinkId=248926 // http://go.microsoft.com/fwlink/?LinkID=615561 //-------------------------------------------------------------------------------------- #pragma once #include #include #include namespace DirectX { enum WIC_LOADER_FLAGS { WIC_LOADER_DEFAULT = 0, WIC_LOADER_FORCE_SRGB = 0x1, WIC_LOADER_IGNORE_SRGB = 0x2, WIC_LOADER_MIP_AUTOGEN = 0x4, WIC_LOADER_MIP_RESERVE = 0x8, }; // Standard version HRESULT __cdecl LoadWICTextureFromMemory( _In_ ID3D12Device* d3dDevice, _In_reads_bytes_(wicDataSize) const uint8_t* wicData, size_t wicDataSize, _Outptr_ ID3D12Resource** texture, std::unique_ptr& decodedData, D3D12_SUBRESOURCE_DATA& subresource, size_t maxsize = 0); HRESULT __cdecl LoadWICTextureFromFile( _In_ ID3D12Device* d3dDevice, _In_z_ const wchar_t* szFileName, _Outptr_ ID3D12Resource** texture, std::unique_ptr& decodedData, D3D12_SUBRESOURCE_DATA& subresource, size_t maxsize = 0); // Extended version HRESULT __cdecl LoadWICTextureFromMemoryEx( _In_ ID3D12Device* d3dDevice, _In_reads_bytes_(wicDataSize) const uint8_t* wicData, size_t wicDataSize, size_t maxsize, D3D12_RESOURCE_FLAGS resFlags, unsigned int loadFlags, _Outptr_ ID3D12Resource** texture, std::unique_ptr& decodedData, D3D12_SUBRESOURCE_DATA& subresource); HRESULT __cdecl LoadWICTextureFromFileEx( _In_ ID3D12Device* d3dDevice, _In_z_ const wchar_t* szFileName, size_t maxsize, D3D12_RESOURCE_FLAGS resFlags, unsigned int loadFlags, _Outptr_ ID3D12Resource** texture, std::unique_ptr& decodedData, D3D12_SUBRESOURCE_DATA& subresource); }