/**************************************************************************/ /* texture_loader_dds.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #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 { … }