Paradox Game Engine  v1.0.0 beta06
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BC.cpp File Reference
#include "directxtexp.h"
#include "BC.h"

Go to the source code of this file.

Namespaces

 DirectX
 

Functions

static void DirectX::Decode565 (_Out_ HDRColorA *pColor, _In_ const uint16_t w565)
 
static uint16_t DirectX::Encode565 (_In_ const HDRColorA *pColor)
 
static void DirectX::OptimizeRGB (_Out_ HDRColorA *pX, _Out_ HDRColorA *pY, _In_reads_(NUM_PIXELS_PER_BLOCK) const HDRColorA *pPoints, _In_ size_t cSteps, _In_ DWORD flags)
 
static void DirectX::DecodeBC1 (_Out_writes_(NUM_PIXELS_PER_BLOCK) XMVECTOR *pColor, _In_ const D3DX_BC1 *pBC, _In_ bool isbc1)
 
static void DirectX::EncodeBC1 (_Out_ D3DX_BC1 *pBC, _In_reads_(NUM_PIXELS_PER_BLOCK) const HDRColorA *pColor, _In_ bool bColorKey, _In_ float alphaRef, _In_ DWORD flags)
 
_Use_decl_annotations_ void DirectX::D3DXDecodeBC1 (XMVECTOR *pColor, const uint8_t *pBC)
 
_Use_decl_annotations_ void DirectX::D3DXEncodeBC1 (uint8_t *pBC, const XMVECTOR *pColor, float alphaRef, DWORD flags)
 
_Use_decl_annotations_ void DirectX::D3DXDecodeBC2 (XMVECTOR *pColor, const uint8_t *pBC)
 
_Use_decl_annotations_ void DirectX::D3DXEncodeBC2 (uint8_t *pBC, const XMVECTOR *pColor, DWORD flags)
 
_Use_decl_annotations_ void DirectX::D3DXDecodeBC3 (XMVECTOR *pColor, const uint8_t *pBC)
 
_Use_decl_annotations_ void DirectX::D3DXEncodeBC3 (uint8_t *pBC, const XMVECTOR *pColor, DWORD flags)
 

Variables

static const HDRColorA DirectX::g_Luminance (0.2125f/0.7154f, 1.0f, 0.0721f/0.7154f, 1.0f)
 
static const HDRColorA DirectX::g_LuminanceInv (0.7154f/0.2125f, 1.0f, 0.7154f/0.0721f, 1.0f)