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/*
* Copyright 2014 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkTextureCompressor_DEFINED
#define SkTextureCompressor_DEFINED
#include "SkImageInfo.h"
#include "SkBlitter.h"
class SkBitmap;
class SkData;
namespace SkTextureCompressor {
// Various texture compression formats that we support.
enum Format {
// Alpha only formats.
kLATC_Format, // 4x4 blocks, compresses A8
kR11_EAC_Format, // 4x4 blocks, compresses A8
kLast_Format = kR11_EAC_Format
};
static const int kFormatCnt = kLast_Format + 1;
// Returns the size of the compressed data given the width, height, and
// desired compression format. If the width and height are not an appropriate
// multiple of the block size, then this function returns an error (-1).
int GetCompressedDataSize(Format fmt, int width, int height);
// Returns an SkData holding a blob of compressed data that corresponds
// to the bitmap. If the bitmap colorType cannot be compressed using the
// associated format, then we return NULL. The caller is responsible for
// calling unref() on the returned data.
SkData* CompressBitmapToFormat(const SkBitmap& bitmap, Format format);
// Compresses the given src data into dst. The src data is assumed to be
// large enough to hold width*height pixels. The dst data is expected to
// be large enough to hold the compressed data according to the format.
bool CompressBufferToFormat(uint8_t* dst, const uint8_t* src, SkColorType srcColorType,
int width, int height, int rowBytes, Format format,
bool opt = true /* Use optimization if available */);
// This typedef defines what the nominal aspects of a compression function
// are. The typedef is not meant to be used by clients of the API, but rather
// allows SIMD optimized compression functions to be implemented.
typedef bool (*CompressionProc)(uint8_t* dst, const uint8_t* src,
int width, int height, int rowBytes);
// Returns the blitter for the given compression format. Note, the blitter
// is intended to be used with the proper input. I.e. if you try to blit
// RGB source data into an R11 EAC texture, you're gonna have a bad time.
SkBlitter* CreateBlitterForFormat(int width, int height, void* compressedBuffer,
Format format);
}
#endif