#include "precompiled.h" #include #include #include "tex_codec.h" #include "tex.h" static const TexCodecVTbl* codecs; // add this vtbl to the codec list. called at NLSO init time by the // TEX_CODEC_REGISTER in each codec file. note that call order and therefore // order in the list is undefined, but since each codec only steps up if it // can handle the given format, this is not a problem. int tex_codec_register(TexCodecVTbl* c) { debug_assert(c); // insert at front of list. c->next = codecs; codecs = c; return 0; // (assigned to dummy variable) } // find codec that recognizes the desired output file extension int tex_codec_for_filename(const char* fn, const TexCodecVTbl** c) { const char* ext = strrchr(fn, '.'); if(!ext) return ERR_UNKNOWN_FORMAT; ext++; // skip '.' for(*c = codecs; *c; *c = (*c)->next) { // we found it if((*c)->is_ext(ext)) return 0; } return ERR_UNKNOWN_FORMAT; } // find codec that recognizes the header's magic field int tex_codec_for_header(const u8* file, size_t file_size, const TexCodecVTbl** c) { // we guarantee at least 4 bytes for is_hdr to look at if(file_size < 4) return ERR_TEX_HEADER_NOT_COMPLETE; for(*c = codecs; *c; *c = (*c)->next) { // we found it if((*c)->is_hdr(file)) return 0; } return ERR_UNKNOWN_FORMAT; } int tex_codec_transform(Tex* t, uint transforms) { int ret = TEX_CODEC_CANNOT_HANDLE; // find codec that understands the data, and transform for(const TexCodecVTbl* c = codecs; c; c = c->next) { int err = c->transform(t, transforms); // success if(err == 0) return 0; // something went wrong else if(err != TEX_CODEC_CANNOT_HANDLE) { ret = err; debug_warn(__func__": codec indicates error"); } } return ret; } //----------------------------------------------------------------------------- // helper functions used by codecs //----------------------------------------------------------------------------- // allocate an array of row pointers that point into the given texture data. // indicates whether the file format is top-down or // bottom-up; the row array is inverted if necessary to match global // orienatation. (this is more efficient than "transforming" later) // // used by PNG and JPG codecs; caller must free() rows when done. // // note: we don't allocate the data param ourselves because this function is // needed for encoding, too (where data is already present). int tex_codec_alloc_rows(const u8* data, size_t h, size_t pitch, uint src_flags, uint dst_orientation, RowArray& rows) { const bool flip = !tex_orientations_match(src_flags, dst_orientation); rows = (RowArray)malloc(h * sizeof(RowPtr)); if(!rows) return ERR_NO_MEM; // determine start position and direction RowPtr pos = flip? data+pitch*(h-1) : data; const ssize_t add = flip? -(ssize_t)pitch : (ssize_t)pitch; const RowPtr end = flip? data-pitch : data+pitch*h; for(size_t i = 0; i < h; i++) { rows[i] = pos; pos += add; } debug_assert(pos == end); return 0; } int tex_codec_write(Tex* t, uint transforms, const void* hdr, size_t hdr_size, DynArray* da) { RETURN_ERR(tex_transform(t, transforms)); void* img_data = tex_get_data(t); const size_t img_size = tex_img_size(t); RETURN_ERR(da_append(da, hdr, hdr_size)); RETURN_ERR(da_append(da, img_data, img_size)); return 0; }