godot/thirdparty/squish/squish.cpp

/* -----------------------------------------------------------------------------

    Copyright (c) 2006 Simon Brown                          [email protected]

    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 <string.h>
#include "squish.h"
#include "colourset.h"
#include "maths.h"
#include "rangefit.h"
#include "clusterfit.h"
#include "colourblock.h"
#include "alpha.h"
#include "singlecolourfit.h"

namespace squish {

static int FixFlags( int flags )
{}

void CompressMasked( u8 const* rgba, int mask, void* block, int flags, float* metric )
{}

void Decompress( u8* rgba, void const* block, int flags )
{}

int GetStorageRequirements( int width, int height, int flags )
{}

void CopyRGBA( u8 const* source, u8* dest, int flags )
{}

void CompressImage( u8 const* rgba, int width, int height, int pitch, void* blocks, int flags, float* metric )
{}

void CompressImage( u8 const* rgba, int width, int height, void* blocks, int flags, float* metric )
{}

void DecompressImage( u8* rgba, int width, int height, int pitch, void const* blocks, int flags )
{}

void DecompressImage( u8* rgba, int width, int height, void const* blocks, int flags )
{}

static double ErrorSq(double x, double y)
{}

static void ComputeBlockWMSE(u8 const *original, u8 const *compressed, unsigned int w, unsigned int h, double &cmse, double &amse)
{}

void ComputeMSE( u8 const *rgba, int width, int height, int pitch, u8 const *dxt, int flags, double &colourMSE, double &alphaMSE )
{}

void ComputeMSE( u8 const *rgba, int width, int height, u8 const *dxt, int flags, double &colourMSE, double &alphaMSE )
{}

} // namespace squish