//-------------------------------------------------------------------------------------- // File: ScreenGrab.h // // Function for capturing a 2D texture and saving it to a file (aka a 'screenshot' // when used on a Direct3D 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. // // Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. // // 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 #include #pragma comment(lib,"uuid.lib") namespace DirectX { HRESULT __cdecl SaveDDSTextureToFile( _In_ ID3D11DeviceContext* pContext, _In_ ID3D11Resource* pSource, _In_z_ const wchar_t* fileName) noexcept; HRESULT __cdecl SaveWICTextureToFile( _In_ ID3D11DeviceContext* pContext, _In_ ID3D11Resource* pSource, _In_ REFGUID guidContainerFormat, _In_z_ const wchar_t* fileName, _In_opt_ const GUID* targetFormat = nullptr, _In_opt_ std::function setCustomProps = nullptr, _In_ bool forceSRGB = false); }