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Engine directory for ticket #1
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Engine/source/gfx/gfxTextureObject.h
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Engine/source/gfx/gfxTextureObject.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// 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, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, 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 OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _GFXTEXTUREOBJECT_H_
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#define _GFXTEXTUREOBJECT_H_
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#ifndef _REFBASE_H_
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#include "core/util/refBase.h"
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#endif
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#ifndef _MPOINT3_H_
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#include "math/mPoint3.h"
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#endif
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#ifndef _GFXENUMS_H_
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#include "gfx/gfxEnums.h"
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#endif
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#ifndef _GFXTEXTUREPROFILE_H_
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#include "gfx/gfxTextureProfile.h"
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#endif
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#ifndef _GFXRESOURCE_H_
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#include "gfx/gfxResource.h"
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#endif
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class Point2I;
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class GFXDevice;
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class GFXTextureProfile;
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class GBitmap;
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struct DDSFile;
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class RectI;
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/// Contains information on a locked region of a texture.
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///
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/// In general, to access a given pixel in a locked rectangle, use this
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/// equation:
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///
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/// @code
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/// U8 *pixelAtXY = bits + x * pitch + y * pixelSizeInBytes;
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/// @endcode
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///
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/// @note D3DLOCKED_RECT and this structure match up. If you change this
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/// assumption, be sure to revisit the D3D GFX implementation.
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///
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/// @see GFXTextureObject::lock()
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struct GFXLockedRect
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{
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/// Pitch of the lock. This is the spacing in bytes of the start
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/// of each row of the locked region.
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int pitch;
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/// Pointer to the start of locked rectangle.
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U8* bits;
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};
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class GFXTextureObject : public StrongRefBase, public GFXResource
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{
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public:
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#ifdef TORQUE_DEBUG
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// In debug builds we provide a TOC leak tracking system.
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static U32 smActiveTOCount;
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static GFXTextureObject *smHead;
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static U32 dumpActiveTOs();
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String mDebugCreationPath;
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String mDebugDescription;
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GFXTextureObject *mDebugNext;
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GFXTextureObject *mDebugPrev;
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#endif
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/// The path to the texture file if the
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/// content was loaded from a resource.
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String mPath;
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bool mDead;
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/// The device this texture belongs to.
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GFXDevice *mDevice;
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/// The next texture in the linked list.
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/// @see GFXTextureManager::mListHead
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GFXTextureObject *mNext;
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/// The previous texture in the linked list.
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/// @see GFXTextureManager::mListHead
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GFXTextureObject *mPrev;
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/// The siblings in the cache hash table.
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/// @see GFXTextureManager::mHashTable
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GFXTextureObject *mHashNext;
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/// This is the file name or other unique string used
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/// to hash this texture object.
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String mTextureLookupName;
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/// The time at which all references to this
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/// texture were removed.
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U32 mDeleteTime;
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Point3I mBitmapSize;
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Point3I mTextureSize;
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U32 mMipLevels;
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// TODO: This looks unused in the engine... not even sure
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// what it means. We should investigate and remove it.
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S32 mAntialiasLevel;
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bool mHasTransparency;
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// These two should be removed, and replaced by a reference to a resource
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// object, or data buffer. Something more generic. -patw
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GBitmap *mBitmap; ///< GBitmap we are backed by.
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DDSFile *mDDS; ///< DDSFile we're backed by.
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U32 getFormatByteSize() const { return GFXFormat_getByteSize( mFormat ); }
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GFXTextureProfile *mProfile;
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GFXFormat mFormat;
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GFXTextureObject(GFXDevice * aDevice, GFXTextureProfile *profile);
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virtual ~GFXTextureObject();
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GBitmap *getBitmap();
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DDSFile *getDDS();
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U32 getWidth() const { return mTextureSize.x; }
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U32 getHeight() const { return mTextureSize.y; }
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const Point3I& getSize() const { return mTextureSize; }
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U32 getDepth() const { return mTextureSize.z; }
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U32 getMipLevels() const { return mMipLevels; }
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U32 getBitmapWidth() const { return mBitmapSize.x; }
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U32 getBitmapHeight() const { return mBitmapSize.y; }
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U32 getBitmapDepth() const { return mBitmapSize.z; }
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GFXFormat getFormat() const { return mFormat; }
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/// Returns true if this texture is a render target.
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bool isRenderTarget() const { return mProfile->isRenderTarget(); }
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/// Returns the file path to the texture if
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/// it was loaded from disk.
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const String& getPath() const { return mPath; }
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virtual F32 getMaxUCoord() const;
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virtual F32 getMaxVCoord() const;
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/// Returns the estimated video memory usage
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/// in bytes including mipmaps.
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U32 getEstimatedSizeInBytes() const;
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/// Acquire a lock on part of the texture. The GFXLockedRect returned
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/// is managed by the GFXTextureObject and does not need to be freed.
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virtual GFXLockedRect * lock( U32 mipLevel = 0, RectI *inRect = NULL ) = 0;
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/// Releases a lock previously acquired. Note that the mipLevel parameter
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/// must match the corresponding lock!
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virtual void unlock( U32 mipLevel = 0) = 0;
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// copy the texture data into the specified bitmap.
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// - this texture object must be a render target. the function will assert if this is not the case.
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// - you must have called allocateBitmap() on the input bitmap first. the bitmap should have the
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// same dimensions as this texture. the bitmap format can be RGB or RGBA (in the latter case
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// the alpha values from the texture are copied too)
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// - returns true if successful, false otherwise
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// - this process is not fast.
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virtual bool copyToBmp(GBitmap* bmp) = 0;
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#ifdef TORQUE_DEBUG
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// It is important for any derived objects to define this method
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// and also call 'kill' from their destructors. If you fail to
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// do either, you will get a pure virtual function call crash
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// in debug mode. This is a precaution to make sure you don't
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// forget to add 'kill' to your destructor.
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virtual void pureVirtualCrash() = 0;
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#endif
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virtual void kill();
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/// Debug helper function for writing the texture to disk.
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bool dumpToDisk( const String &bmType, const String &path );
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// GFXResource interface
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/// The resource should put a description of itself (number of vertices, size/width of texture, etc.) in buffer
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virtual const String describeSelf() const;
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// StrongRefBase
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virtual void destroySelf();
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};
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//-----------------------------------------------------------------------------
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inline GBitmap *GFXTextureObject::getBitmap()
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{
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AssertFatal( mProfile->doStoreBitmap(), avar("GFXTextureObject::getBitmap - Cannot access bitmap for a '%s' texture.", mProfile->getName().c_str()) );
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return mBitmap;
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}
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inline DDSFile *GFXTextureObject::getDDS()
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{
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AssertFatal( mProfile->doStoreBitmap(), avar("GFXTextureObject::getDDS - Cannot access bitmap for a '%s' texture.", mProfile->getName().c_str()) );
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return mDDS;
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}
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#endif // _GFXTEXTUREOBJECT_H_
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