/* * Copyright 2014 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkTextureCompressor_R11EAC_DEFINED #define SkTextureCompressor_R11EAC_DEFINED #include "SkBitmapProcShader.h" class SkBlitter; namespace SkTextureCompressor { bool CompressA8ToR11EAC(uint8_t* dst, const uint8_t* src, int width, int height, size_t rowBytes); SkBlitter* CreateR11EACBlitter(int width, int height, void* outputBuffer, SkTBlitterAllocator* allocator); void DecompressR11EAC(uint8_t* dst, int dstRB, const uint8_t* src, int width, int height); } #endif // SkTextureCompressor_R11EAC_DEFINED