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/*
* 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, int 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
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