2011-02-23 10:52:22 +00:00
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/*
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2008-04-16 22:40:48 +00:00
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* ***** BEGIN GPL LICENSE BLOCK *****
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2007-06-25 19:50:25 +00:00
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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2008-04-16 22:40:48 +00:00
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* of the License, or (at your option) any later version.
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2007-06-25 19:50:25 +00:00
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2007-06-25 19:50:25 +00:00
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*
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2011-05-07 20:53:49 +00:00
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* Contributors: Amorilia (amorilia@users.sourceforge.net)
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2007-06-25 19:50:25 +00:00
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*
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2008-04-16 22:40:48 +00:00
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* ***** END GPL LICENSE BLOCK *****
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2007-06-25 19:50:25 +00:00
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*/
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2011-02-27 20:23:21 +00:00
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/** \file blender/imbuf/intern/dds/BlockDXT.h
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* \ingroup imbdds
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*/
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2007-06-25 19:50:25 +00:00
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/*
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* This file is based on a similar file from the NVIDIA texture tools
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* (http://nvidia-texture-tools.googlecode.com/)
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*
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* Original license from NVIDIA follows.
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*/
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// Copyright NVIDIA Corporation 2007 -- Ignacio Castano <icastano@nvidia.com>
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the "Software"), to deal in the Software without
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// restriction, including without limitation the rights to use,
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// copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the
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// Software is furnished to do so, subject to the following
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// conditions:
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//
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// The above copyright notice and this permission notice shall be
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// included in all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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// OTHER DEALINGS IN THE SOFTWARE.
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#ifndef _DDS_BLOCKDXT_H
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#define _DDS_BLOCKDXT_H
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This is patch: [#7975] imbuf for DDS textures: improved read support and a few bugs fixed
Kent
Notes From the author:
The attached patch syncs the DDS code in Blender with the latest revision
(324) of the nvidia texture tools. This fixes a few minor issues and adds
support for a more types of DDS textures, in particular uncompressed textures
that don't have the standard 16, 24, or 32 bits per pixel.
Note: I have started using the nvidia texture tools convention for naming
integer types (uint, uint16, uint8, uint64 etc.) because doing so makes it
much easier to merge patches from upstream. Since the code is compiled
separately from the rest of Blender, this likely does not pose a problem.
However, if there turns out to be a good reason for avoiding those nvidia type
names from upstream, I'd be happy to fix it.
Regards,
Amorilia
2007-12-26 21:46:30 +00:00
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#include <Common.h>
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2007-06-25 19:50:25 +00:00
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#include <Color.h>
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#include <ColorBlock.h>
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#include <Stream.h>
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/// DXT1 block.
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struct BlockDXT1
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{
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Color16 col0;
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Color16 col1;
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union {
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This is patch: [#7975] imbuf for DDS textures: improved read support and a few bugs fixed
Kent
Notes From the author:
The attached patch syncs the DDS code in Blender with the latest revision
(324) of the nvidia texture tools. This fixes a few minor issues and adds
support for a more types of DDS textures, in particular uncompressed textures
that don't have the standard 16, 24, or 32 bits per pixel.
Note: I have started using the nvidia texture tools convention for naming
integer types (uint, uint16, uint8, uint64 etc.) because doing so makes it
much easier to merge patches from upstream. Since the code is compiled
separately from the rest of Blender, this likely does not pose a problem.
However, if there turns out to be a good reason for avoiding those nvidia type
names from upstream, I'd be happy to fix it.
Regards,
Amorilia
2007-12-26 21:46:30 +00:00
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uint8 row[4];
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uint indices;
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2007-06-25 19:50:25 +00:00
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};
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bool isFourColorMode() const;
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This is patch: [#7975] imbuf for DDS textures: improved read support and a few bugs fixed
Kent
Notes From the author:
The attached patch syncs the DDS code in Blender with the latest revision
(324) of the nvidia texture tools. This fixes a few minor issues and adds
support for a more types of DDS textures, in particular uncompressed textures
that don't have the standard 16, 24, or 32 bits per pixel.
Note: I have started using the nvidia texture tools convention for naming
integer types (uint, uint16, uint8, uint64 etc.) because doing so makes it
much easier to merge patches from upstream. Since the code is compiled
separately from the rest of Blender, this likely does not pose a problem.
However, if there turns out to be a good reason for avoiding those nvidia type
names from upstream, I'd be happy to fix it.
Regards,
Amorilia
2007-12-26 21:46:30 +00:00
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uint evaluatePalette(Color32 color_array[4]) const;
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2011-05-08 09:05:52 +00:00
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uint evaluatePaletteNV5x(Color32 color_array[4]) const;
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2007-06-25 19:50:25 +00:00
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void evaluatePalette3(Color32 color_array[4]) const;
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void evaluatePalette4(Color32 color_array[4]) const;
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void decodeBlock(ColorBlock * block) const;
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2011-05-08 09:05:52 +00:00
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void decodeBlockNV5x(ColorBlock * block) const;
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2007-06-25 19:50:25 +00:00
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void setIndices(int * idx);
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void flip4();
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void flip2();
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};
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/// Return true if the block uses four color mode, false otherwise.
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inline bool BlockDXT1::isFourColorMode() const
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{
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This is patch: [#7975] imbuf for DDS textures: improved read support and a few bugs fixed
Kent
Notes From the author:
The attached patch syncs the DDS code in Blender with the latest revision
(324) of the nvidia texture tools. This fixes a few minor issues and adds
support for a more types of DDS textures, in particular uncompressed textures
that don't have the standard 16, 24, or 32 bits per pixel.
Note: I have started using the nvidia texture tools convention for naming
integer types (uint, uint16, uint8, uint64 etc.) because doing so makes it
much easier to merge patches from upstream. Since the code is compiled
separately from the rest of Blender, this likely does not pose a problem.
However, if there turns out to be a good reason for avoiding those nvidia type
names from upstream, I'd be happy to fix it.
Regards,
Amorilia
2007-12-26 21:46:30 +00:00
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return col0.u > col1.u;
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2007-06-25 19:50:25 +00:00
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}
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/// DXT3 alpha block with explicit alpha.
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struct AlphaBlockDXT3
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{
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union {
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struct {
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This is patch: [#7975] imbuf for DDS textures: improved read support and a few bugs fixed
Kent
Notes From the author:
The attached patch syncs the DDS code in Blender with the latest revision
(324) of the nvidia texture tools. This fixes a few minor issues and adds
support for a more types of DDS textures, in particular uncompressed textures
that don't have the standard 16, 24, or 32 bits per pixel.
Note: I have started using the nvidia texture tools convention for naming
integer types (uint, uint16, uint8, uint64 etc.) because doing so makes it
much easier to merge patches from upstream. Since the code is compiled
separately from the rest of Blender, this likely does not pose a problem.
However, if there turns out to be a good reason for avoiding those nvidia type
names from upstream, I'd be happy to fix it.
Regards,
Amorilia
2007-12-26 21:46:30 +00:00
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uint alpha0 : 4;
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uint alpha1 : 4;
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uint alpha2 : 4;
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uint alpha3 : 4;
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uint alpha4 : 4;
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uint alpha5 : 4;
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uint alpha6 : 4;
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uint alpha7 : 4;
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uint alpha8 : 4;
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uint alpha9 : 4;
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uint alphaA : 4;
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uint alphaB : 4;
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uint alphaC : 4;
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uint alphaD : 4;
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uint alphaE : 4;
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uint alphaF : 4;
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2007-06-25 19:50:25 +00:00
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};
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This is patch: [#7975] imbuf for DDS textures: improved read support and a few bugs fixed
Kent
Notes From the author:
The attached patch syncs the DDS code in Blender with the latest revision
(324) of the nvidia texture tools. This fixes a few minor issues and adds
support for a more types of DDS textures, in particular uncompressed textures
that don't have the standard 16, 24, or 32 bits per pixel.
Note: I have started using the nvidia texture tools convention for naming
integer types (uint, uint16, uint8, uint64 etc.) because doing so makes it
much easier to merge patches from upstream. Since the code is compiled
separately from the rest of Blender, this likely does not pose a problem.
However, if there turns out to be a good reason for avoiding those nvidia type
names from upstream, I'd be happy to fix it.
Regards,
Amorilia
2007-12-26 21:46:30 +00:00
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uint16 row[4];
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2007-06-25 19:50:25 +00:00
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};
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void decodeBlock(ColorBlock * block) const;
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void flip4();
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void flip2();
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};
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/// DXT3 block.
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struct BlockDXT3
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{
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AlphaBlockDXT3 alpha;
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BlockDXT1 color;
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void decodeBlock(ColorBlock * block) const;
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2011-05-08 09:05:52 +00:00
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void decodeBlockNV5x(ColorBlock * block) const;
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2007-06-25 19:50:25 +00:00
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void flip4();
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void flip2();
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};
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/// DXT5 alpha block.
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struct AlphaBlockDXT5
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{
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2008-03-28 14:44:31 +00:00
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// uint64 unions do not compile on all platforms
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/*
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2007-06-25 19:50:25 +00:00
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union {
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struct {
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2008-03-28 14:44:31 +00:00
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uint64 alpha0 : 8; // 8
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uint64 alpha1 : 8; // 16
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uint64 bits0 : 3; // 3 - 19
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uint64 bits1 : 3; // 6 - 22
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uint64 bits2 : 3; // 9 - 25
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uint64 bits3 : 3; // 12 - 28
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uint64 bits4 : 3; // 15 - 31
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uint64 bits5 : 3; // 18 - 34
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uint64 bits6 : 3; // 21 - 37
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uint64 bits7 : 3; // 24 - 40
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uint64 bits8 : 3; // 27 - 43
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uint64 bits9 : 3; // 30 - 46
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uint64 bitsA : 3; // 33 - 49
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uint64 bitsB : 3; // 36 - 52
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uint64 bitsC : 3; // 39 - 55
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uint64 bitsD : 3; // 42 - 58
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uint64 bitsE : 3; // 45 - 61
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uint64 bitsF : 3; // 48 - 64
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2007-06-25 19:50:25 +00:00
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};
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This is patch: [#7975] imbuf for DDS textures: improved read support and a few bugs fixed
Kent
Notes From the author:
The attached patch syncs the DDS code in Blender with the latest revision
(324) of the nvidia texture tools. This fixes a few minor issues and adds
support for a more types of DDS textures, in particular uncompressed textures
that don't have the standard 16, 24, or 32 bits per pixel.
Note: I have started using the nvidia texture tools convention for naming
integer types (uint, uint16, uint8, uint64 etc.) because doing so makes it
much easier to merge patches from upstream. Since the code is compiled
separately from the rest of Blender, this likely does not pose a problem.
However, if there turns out to be a good reason for avoiding those nvidia type
names from upstream, I'd be happy to fix it.
Regards,
Amorilia
2007-12-26 21:46:30 +00:00
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uint64 u;
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2007-06-25 19:50:25 +00:00
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};
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2008-03-28 14:44:31 +00:00
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*/
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uint64 u;
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uint8 alpha0() const { return u & 0xffLL; };
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uint8 alpha1() const { return (u >> 8) & 0xffLL; };
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uint8 bits0() const { return (u >> 16) & 0x7LL; };
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uint8 bits1() const { return (u >> 19) & 0x7LL; };
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uint8 bits2() const { return (u >> 22) & 0x7LL; };
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uint8 bits3() const { return (u >> 25) & 0x7LL; };
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uint8 bits4() const { return (u >> 28) & 0x7LL; };
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uint8 bits5() const { return (u >> 31) & 0x7LL; };
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uint8 bits6() const { return (u >> 34) & 0x7LL; };
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uint8 bits7() const { return (u >> 37) & 0x7LL; };
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uint8 bits8() const { return (u >> 40) & 0x7LL; };
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uint8 bits9() const { return (u >> 43) & 0x7LL; };
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uint8 bitsA() const { return (u >> 46) & 0x7LL; };
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uint8 bitsB() const { return (u >> 49) & 0x7LL; };
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uint8 bitsC() const { return (u >> 52) & 0x7LL; };
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uint8 bitsD() const { return (u >> 55) & 0x7LL; };
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uint8 bitsE() const { return (u >> 58) & 0x7LL; };
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uint8 bitsF() const { return (u >> 61) & 0x7LL; };
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2007-06-25 19:50:25 +00:00
|
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|
This is patch: [#7975] imbuf for DDS textures: improved read support and a few bugs fixed
Kent
Notes From the author:
The attached patch syncs the DDS code in Blender with the latest revision
(324) of the nvidia texture tools. This fixes a few minor issues and adds
support for a more types of DDS textures, in particular uncompressed textures
that don't have the standard 16, 24, or 32 bits per pixel.
Note: I have started using the nvidia texture tools convention for naming
integer types (uint, uint16, uint8, uint64 etc.) because doing so makes it
much easier to merge patches from upstream. Since the code is compiled
separately from the rest of Blender, this likely does not pose a problem.
However, if there turns out to be a good reason for avoiding those nvidia type
names from upstream, I'd be happy to fix it.
Regards,
Amorilia
2007-12-26 21:46:30 +00:00
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void evaluatePalette(uint8 alpha[8]) const;
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void evaluatePalette8(uint8 alpha[8]) const;
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void evaluatePalette6(uint8 alpha[8]) const;
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void indices(uint8 index_array[16]) const;
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2007-06-25 19:50:25 +00:00
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This is patch: [#7975] imbuf for DDS textures: improved read support and a few bugs fixed
Kent
Notes From the author:
The attached patch syncs the DDS code in Blender with the latest revision
(324) of the nvidia texture tools. This fixes a few minor issues and adds
support for a more types of DDS textures, in particular uncompressed textures
that don't have the standard 16, 24, or 32 bits per pixel.
Note: I have started using the nvidia texture tools convention for naming
integer types (uint, uint16, uint8, uint64 etc.) because doing so makes it
much easier to merge patches from upstream. Since the code is compiled
separately from the rest of Blender, this likely does not pose a problem.
However, if there turns out to be a good reason for avoiding those nvidia type
names from upstream, I'd be happy to fix it.
Regards,
Amorilia
2007-12-26 21:46:30 +00:00
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uint index(uint index) const;
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void setIndex(uint index, uint value);
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2007-06-25 19:50:25 +00:00
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void decodeBlock(ColorBlock * block) const;
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void flip4();
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void flip2();
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};
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/// DXT5 block.
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struct BlockDXT5
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{
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AlphaBlockDXT5 alpha;
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BlockDXT1 color;
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void decodeBlock(ColorBlock * block) const;
|
2011-05-08 09:05:52 +00:00
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void decodeBlockNV5x(ColorBlock * block) const;
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2007-06-25 19:50:25 +00:00
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void flip4();
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void flip2();
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};
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/// ATI1 block.
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struct BlockATI1
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{
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AlphaBlockDXT5 alpha;
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void decodeBlock(ColorBlock * block) const;
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void flip4();
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void flip2();
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};
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/// ATI2 block.
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struct BlockATI2
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{
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AlphaBlockDXT5 x;
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AlphaBlockDXT5 y;
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void decodeBlock(ColorBlock * block) const;
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void flip4();
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void flip2();
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};
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This is patch: [#7975] imbuf for DDS textures: improved read support and a few bugs fixed
Kent
Notes From the author:
The attached patch syncs the DDS code in Blender with the latest revision
(324) of the nvidia texture tools. This fixes a few minor issues and adds
support for a more types of DDS textures, in particular uncompressed textures
that don't have the standard 16, 24, or 32 bits per pixel.
Note: I have started using the nvidia texture tools convention for naming
integer types (uint, uint16, uint8, uint64 etc.) because doing so makes it
much easier to merge patches from upstream. Since the code is compiled
separately from the rest of Blender, this likely does not pose a problem.
However, if there turns out to be a good reason for avoiding those nvidia type
names from upstream, I'd be happy to fix it.
Regards,
Amorilia
2007-12-26 21:46:30 +00:00
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/// CTX1 block.
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struct BlockCTX1
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{
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uint8 col0[2];
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uint8 col1[2];
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union {
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uint8 row[4];
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uint indices;
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};
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void evaluatePalette(Color32 color_array[4]) const;
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void setIndices(int * idx);
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void decodeBlock(ColorBlock * block) const;
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void flip4();
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void flip2();
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};
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2007-06-25 19:50:25 +00:00
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void mem_read(Stream & mem, BlockDXT1 & block);
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void mem_read(Stream & mem, AlphaBlockDXT3 & block);
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void mem_read(Stream & mem, BlockDXT3 & block);
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void mem_read(Stream & mem, AlphaBlockDXT5 & block);
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void mem_read(Stream & mem, BlockDXT5 & block);
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void mem_read(Stream & mem, BlockATI1 & block);
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void mem_read(Stream & mem, BlockATI2 & block);
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This is patch: [#7975] imbuf for DDS textures: improved read support and a few bugs fixed
Kent
Notes From the author:
The attached patch syncs the DDS code in Blender with the latest revision
(324) of the nvidia texture tools. This fixes a few minor issues and adds
support for a more types of DDS textures, in particular uncompressed textures
that don't have the standard 16, 24, or 32 bits per pixel.
Note: I have started using the nvidia texture tools convention for naming
integer types (uint, uint16, uint8, uint64 etc.) because doing so makes it
much easier to merge patches from upstream. Since the code is compiled
separately from the rest of Blender, this likely does not pose a problem.
However, if there turns out to be a good reason for avoiding those nvidia type
names from upstream, I'd be happy to fix it.
Regards,
Amorilia
2007-12-26 21:46:30 +00:00
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void mem_read(Stream & mem, BlockCTX1 & block);
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2007-06-25 19:50:25 +00:00
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#endif // _DDS_BLOCKDXT_H
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