godot/modules/dds/texture_loader_dds.cpp

/**************************************************************************/
/*  texture_loader_dds.cpp                                                */
/**************************************************************************/
/*                         This file is part of:                          */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "texture_loader_dds.h"

#include "core/io/file_access.h"
#include "scene/resources/image_texture.h"

#define PF_FOURCC(s)

// Reference: https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dds-header

enum {};

enum DDSFourCC {};

// Reference: https://learn.microsoft.com/en-us/windows/win32/api/dxgiformat/ne-dxgiformat-dxgi_format
enum DXGIFormat {};

// The legacy bitmasked format names here represent the actual data layout in the files,
// while their official names are flipped (e.g. RGBA8 layout is officially called ABGR8).
enum DDSFormat {};

enum DDSType {};

struct DDSFormatInfo {};

static const DDSFormatInfo dds_format_info[DDS_MAX] =;

inline DDSFormat _dxgi_to_dds_format(uint32_t p_dxgi_format) {}

static Ref<Image> _dds_load_layer(Ref<FileAccess> p_file, DDSFormat p_dds_format, uint32_t p_width, uint32_t p_height, uint32_t p_mipmaps, uint32_t p_pitch, uint32_t p_flags, Vector<uint8_t> &r_src_data) {}

Ref<Resource> ResourceFormatDDS::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) {}

void ResourceFormatDDS::get_recognized_extensions(List<String> *p_extensions) const {}

bool ResourceFormatDDS::handles_type(const String &p_type) const {}

String ResourceFormatDDS::get_resource_type(const String &p_path) const {}