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63 lines
1.5 KiB
C
63 lines
1.5 KiB
C
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/**
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* @file TextureData.h
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* @brief Defines a class that implements a texture compressor, and a texture data storage container.
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*/
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#pragma once
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#include "detail/Surface.h"
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#include "driver/NVNtexture.h"
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#include "sead/prim/seadSafeString.h"
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namespace agl
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{
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class TextureData
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{
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public:
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class CompressToWork
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{
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public:
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CompressToWork(agl::TextureData const &);
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u64 _0;
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u64 _8;
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u64 _10;
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u64 _18;
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u32 _20;
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u64 _28;
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u64 _30;
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u32 _38;
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u64 _40;
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agl::detail::Surface mSurface; // _48
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agl::driver::NVNtexture_ mTexture; // _70
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};
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TextureData();
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void setMipLevelNum_(s32, bool);
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u16 getMinSlice_() const;
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void getTextureFormatName() const;
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u32 calcMipByteSize(u32) const;
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bool isCompressedFormat() const;
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bool isRenderTargetCompressAvailable() const;
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bool isDepthFormat() const;
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bool hasStencil() const;
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void invalidateCPUCache();
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void flushCPUCache() const;
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void setDebugLabel(sead::SafeStringBase<char> const &);
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void getDebugLabel() const;
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u64 _0;
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u32 _8;
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u32 C;
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u64 _10;
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u64 _18;
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u64 _20;
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u64 _28;
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agl::detail::Surface mSurface; // _30
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agl::TextureFormat mTextureFormat; // _54
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u8 _58[0x120-0x58];
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char* _120; // "agl::TextureData string"
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};
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};
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