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

Go to the source code of this file.

Namespaces

 DirectX
 

Functions

static DWORD DirectX::_GetBCFlags (_In_ DWORD compress)
 
static DWORD DirectX::_GetSRGBFlags (_In_ DWORD compress)
 
static bool DirectX::_DetermineEncoderSettings (_In_ DXGI_FORMAT format, _Out_ BC_ENCODE &pfEncode, _Out_ size_t &blocksize, _Out_ DWORD &cflags)
 
static HRESULT DirectX::_CompressBC (_In_ const Image &image, _In_ const Image &result, _In_ DWORD bcflags, _In_ DWORD srgb, _In_ float alphaRef)
 
static DXGI_FORMAT DirectX::_DefaultDecompress (_In_ DXGI_FORMAT format)
 
static HRESULT DirectX::_DecompressBC (_In_ const Image &cImage, _In_ const Image &result)
 
bool DirectX::_IsAlphaAllOpaqueBC (_In_ const Image &cImage)
 
_Use_decl_annotations_ HRESULT DirectX::Compress (const Image &srcImage, DXGI_FORMAT format, DWORD compress, float alphaRef, ScratchImage &image)
 
_Use_decl_annotations_ HRESULT DirectX::Compress (const Image *srcImages, size_t nimages, const TexMetadata &metadata, DXGI_FORMAT format, DWORD compress, float alphaRef, ScratchImage &cImages)
 
_Use_decl_annotations_ HRESULT DirectX::Decompress (const Image &cImage, DXGI_FORMAT format, ScratchImage &image)
 
_Use_decl_annotations_ HRESULT DirectX::Decompress (const Image *cImages, size_t nimages, const TexMetadata &metadata, DXGI_FORMAT format, ScratchImage &images)