//-------------------------------------------------------------------------------------- // File: ScreenGrab.h // // Function for capturing a 2D texture and saving it to a file (aka a 'screenshot' // when used on a Direct3D 11 Render Target). // // Note these functions are useful as a light-weight runtime screen grabber. For // full-featured texture capture, DDS writer, and texture processing pipeline, // see the 'Texconv' sample and the 'DirectXTex' library. // // THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF // ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO // THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A // PARTICULAR PURPOSE. // // Copyright (c) Microsoft Corporation. All rights reserved. // // http://go.microsoft.com/fwlink/?LinkId=248926 // http://go.microsoft.com/fwlink/?LinkId=248929 //-------------------------------------------------------------------------------------- #pragma once #include #include #include #include namespace DirectX { HRESULT SaveDDSTextureToFile( _In_ ID3D11DeviceContext* pContext, _In_ ID3D11Resource* pSource, _In_z_ LPCWSTR fileName ); HRESULT SaveWICTextureToFile( _In_ ID3D11DeviceContext* pContext, _In_ ID3D11Resource* pSource, _In_ REFGUID guidContainerFormat, _In_z_ LPCWSTR fileName, _In_opt_ const GUID* targetFormat = nullptr, _In_opt_ std::function setCustomProps = nullptr ); }