dynamic_texture = (caps.Caps2 & D3DCAPS2_DYNAMICTEXTURES) && (usage & D3DUSAGE_DYNAMIC);
if (pool == D3DPOOL_DEFAULT && !dynamic_texture)
{
- hr = D3DXCreateTexture(device, width, height, miplevels, usage, format, D3DPOOL_SYSTEMMEM, &buftex);
+ hr = D3DXCreateTexture(device, width, height, miplevels, 0, format, D3DPOOL_SYSTEMMEM, &buftex);
texptr = &buftex;
}
else
return D3D_OK;
}
+HRESULT WINAPI D3DXFillTextureTX(struct IDirect3DTexture9 *texture, ID3DXTextureShader *texture_shader)
+{
+ FIXME("texture %p, texture_shader %p stub.\n", texture, texture_shader);
+ return E_NOTIMPL;
+}
+
HRESULT WINAPI D3DXCreateCubeTextureFromFileInMemoryEx(IDirect3DDevice9 *device,
const void *src_data,
UINT src_data_size,
return D3D_OK;
}
+HRESULT WINAPI D3DXFillCubeTextureTX(struct IDirect3DCubeTexture9 *texture, ID3DXTextureShader *texture_shader)
+{
+ FIXME("texture %p, texture_shader %p stub.\n", texture, texture_shader);
+ return E_NOTIMPL;
+}
+
HRESULT WINAPI D3DXFillVolumeTexture(struct IDirect3DVolumeTexture9 *texture, LPD3DXFILL3D function, void *funcdata)
{
DWORD miplevels;
return D3D_OK;
}
+HRESULT WINAPI D3DXFillVolumeTextureTX(struct IDirect3DVolumeTexture9 *texture, ID3DXTextureShader *texture_shader)
+{
+ FIXME("texture %p, texture_shader %p stub.\n", texture, texture_shader);
+ return E_NOTIMPL;
+}
+
HRESULT WINAPI D3DXSaveTextureToFileA(const char *dst_filename, D3DXIMAGE_FILEFORMAT file_format,
IDirect3DBaseTexture9 *src_texture, const PALETTEENTRY *src_palette)
{