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Unify texture compression implementations.
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@@ -21,7 +21,7 @@ TextureCompression::~TextureCompression()
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ZSTD_freeDCtx( m_dctx );
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}
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void TextureCompression::Pack( struct ZSTD_CCtx_s* ctx, char*& buf, size_t& bufsz, const char* image, uint32_t inBytes, uint32_t& csz ) const
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uint32_t TextureCompression::Pack( struct ZSTD_CCtx_s* ctx, char*& buf, size_t& bufsz, const char* image, uint32_t inBytes ) const
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{
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const auto maxout = ZSTD_COMPRESSBOUND( inBytes );
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if( bufsz < maxout )
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@@ -31,21 +31,7 @@ void TextureCompression::Pack( struct ZSTD_CCtx_s* ctx, char*& buf, size_t& bufs
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buf = new char[maxout];
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}
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assert( ctx );
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const auto outsz = ZSTD_compressCCtx( ctx, buf, maxout, image, inBytes, 3 );
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csz = uint32_t( outsz );
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}
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uint32_t TextureCompression::PackImpl( const char* image, uint32_t inBytes )
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{
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const auto maxout = ZSTD_COMPRESSBOUND( inBytes );
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if( m_bufSize < maxout )
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{
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m_bufSize = maxout;
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delete[] m_buf;
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m_buf = new char[maxout];
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}
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assert( m_cctx );
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return (uint32_t)ZSTD_compressCCtx( m_cctx, m_buf, maxout, image, inBytes, 1 );
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return (uint32_t)ZSTD_compressCCtx( ctx, buf, maxout, image, inBytes, 3 );
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}
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const char* TextureCompression::Unpack( const FrameImage& image )
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