//-------------------------------------------------------------------------------------- // 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 #if defined(_XBOX_ONE) && defined(_TITLE) #include #else #include #endif #include #pragma warning(push) #pragma warning(disable : 4005) #include #pragma warning(pop) #include // VS 2010 doesn't support explicit calling convention for std::function #ifndef DIRECTX_STD_CALLCONV #if defined(_MSC_VER) && (_MSC_VER < 1700) #define DIRECTX_STD_CALLCONV #else #define DIRECTX_STD_CALLCONV __cdecl #endif #endif namespace DirectX { HRESULT __cdecl SaveDDSTextureToFile( _In_ ID3D11DeviceContext* pContext, _In_ ID3D11Resource* pSource, _In_z_ LPCWSTR fileName ); #if !defined(WINAPI_FAMILY) || (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP) || (_WIN32_WINNT > _WIN32_WINNT_WIN8) HRESULT __cdecl 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 ); #endif }