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forked from 0ad/0ad
0ad/source/lib/res/graphics/tex_codec.h
janwas a1cddc4ac3 gameview, renderer: LoadWaterTextures is now a coroutine because it takes friggin forever (3 seconds). VFS performance is down by a factor of ten! investigating is on todo.
dyn_array.h -> allocators.h
ogl_tex: reenable performance warning
tex: comments
h_mgr: debug_printf if long filename is passed in (so we notice)
wsdl: squelch DestroyWindow warning. will look into the cause.
sysdep: slightly simplify "restrict" determination

This was SVN commit r2916.
2005-10-12 17:19:07 +00:00

84 lines
3.0 KiB
C

#ifndef TEX_CODEC_H__
#define TEX_CODEC_H__
#include "tex.h"
#include "lib/allocators.h"
// rationale: no C++ to allow us to store const char* name in vtbl.
struct TexCodecVTbl
{
// 'template method' to increase code reuse and simplify writing new codecs
// pointers aren't const, because the textures
// may have to be flipped in-place - see "texture orientation".
// size is guaranteed to be >= 4.
// (usually enough to compare the header's "magic" field;
// anyway, no legitimate file will be smaller)
int (*decode)(DynArray* restrict da, Tex* restrict t);
// rationale: some codecs cannot calculate the output size beforehand
// (e.g. PNG output via libpng); we therefore require each one to
// allocate memory itself and return the pointer.
//
// note: <t> cannot be made const because encoding may require a
// tex_transform.
int (*encode)(Tex* restrict t, DynArray* restrict da);
int (*transform)(Tex* t, uint transforms);
// only guaranteed 4 bytes!
bool (*is_hdr)(const u8* file);
// precondition: ext is valid string
// ext doesn't include '.'; just compare against e.g. "png"
bool (*is_ext)(const char* ext);
size_t (*hdr_size)(const u8* file);
const char* name;
};
#define TEX_CODEC_REGISTER(name)\
static const TexCodecVTbl vtbl = { name##_decode, name##_encode, name##_transform, name##_is_hdr, name##_is_ext, name##_hdr_size, #name};\
static int dummy = tex_codec_register(&vtbl);
// the given texture cannot be handled by this codec; pass the buck on to the next one
const int TEX_CODEC_CANNOT_HANDLE = 1;
// 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.
extern int tex_codec_register(const TexCodecVTbl* c);
// find codec that recognizes the desired output file extension
extern int tex_codec_for_filename(const char* fn, const TexCodecVTbl** c);
// find codec that recognizes the header's magic field
extern int tex_codec_for_header(const u8* file, size_t file_size, const TexCodecVTbl** c);
// allocate an array of row pointers that point into the given texture data.
// <file_orientation> 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).
typedef const u8* RowPtr;
typedef RowPtr* RowArray;
extern int tex_util_alloc_rows(const u8* data, size_t h, size_t pitch,
uint src_flags, uint dst_orientation, RowArray& rows);
extern int tex_util_write(Tex* t, uint transforms, const void* hdr, size_t hdr_size, DynArray* da);
#endif // #ifndef TEX_CODEC_H__