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/* Copyright 2015-2018 Egor Yusov
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS.
*
* In no event and under no legal theory, whether in tort (including negligence),
* contract, or otherwise, unless required by applicable law (such as deliberate
* and grossly negligent acts) or agreed to in writing, shall any Contributor be
* liable for any damages, including any direct, indirect, special, incidental,
* or consequential damages of any character arising as a result of this License or
* out of the use or inability to use the software (including but not limited to damages
* for loss of goodwill, work stoppage, computer failure or malfunction, or any and
* all other commercial damages or losses), even if such Contributor has been advised
* of the possibility of such damages.
*/
//--------------------------------------------------------------------------------------
// File: DDSLoader.h
//
// Functions for loading a DDS texture and creating a Direct3D 11 runtime resource for it
//
// Note these functions are useful as a light-weight runtime loader for DDS files. For
// a full-featured DDS file reader, 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 "RenderDevice.h"
#include "Texture.h"
void CreateDDSTextureFromMemory(
Diligent::IRenderDevice* pDevice,
const Diligent::Uint8* ddsData,
size_t ddsDataSize,
Diligent::ITexture** texture,
size_t maxsize,
/*D2D1_ALPHA_MODE* alphaMode,*/
const char* name
);
void CreateDDSTextureFromMemoryEx(
Diligent::IRenderDevice* pDevice,
const Diligent::Uint8* ddsData,
size_t ddsDataSize,
size_t maxsize,
Diligent::USAGE usage,
const char* name,
unsigned int bindFlags,
unsigned int cpuAccessFlags,
unsigned int miscFlags,
bool forceSRGB,
Diligent::ITexture** texture/*,
D2D1_ALPHA_MODE* alphaMode*/
);
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