43 lines
1.7 KiB
C++
43 lines
1.7 KiB
C++
//--------------------------------------------------------------------------------------
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// File: ScreenGrab.h
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//
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// Function for capturing a 2D texture and saving it to a file (aka a 'screenshot'
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// when used on a Direct3D 11 Render Target).
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//
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// Note these functions are useful as a light-weight runtime screen grabber. For
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// full-featured texture capture, DDS writer, and texture processing pipeline,
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// see the 'Texconv' sample and the 'DirectXTex' library.
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//
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// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
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// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
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// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
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// PARTICULAR PURPOSE.
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//
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// http://go.microsoft.com/fwlink/?LinkId=248926
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// http://go.microsoft.com/fwlink/?LinkId=248929
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//--------------------------------------------------------------------------------------
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#pragma once
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#include <d3d11_1.h>
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#include <ocidl.h>
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#include <stdint.h>
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#include <functional>
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namespace DirectX
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{
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HRESULT SaveDDSTextureToFile( _In_ ID3D11DeviceContext* pContext,
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_In_ ID3D11Resource* pSource,
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_In_z_ LPCWSTR fileName );
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HRESULT SaveWICTextureToFile( _In_ ID3D11DeviceContext* pContext,
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_In_ ID3D11Resource* pSource,
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_In_ REFGUID guidContainerFormat,
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_In_z_ LPCWSTR fileName,
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_In_opt_ const GUID* targetFormat = nullptr,
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_In_opt_ std::function<void(IPropertyBag2*)> setCustomProps = nullptr );
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} |