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DirectXTex/WICTextureLoader/WICTextureLoader12.h

79 lines
2.6 KiB
C++

//--------------------------------------------------------------------------------------
// 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 <d3d12.h>
#include <stdint.h>
#include <memory>
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<uint8_t[]>& 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<uint8_t[]>& 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<uint8_t[]>& 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<uint8_t[]>& decodedData,
D3D12_SUBRESOURCE_DATA& subresource);
}