return 16;
}
+/**
+ * Compress one block of RGBA pixels in a RGTC1U texture and store the
+ * resulting bytes in 'dst'. Use the alpha channel of the input image.
+ *
+ * @param dst output buffer.
+ * @param stride scanline in bytes.
+ * @param block block to compress.
+ * @return how much texture data has been written.
+ */
+static int rgtc1u_alpha_block(uint8_t *dst, ptrdiff_t stride, const uint8_t *block)
+{
+ compress_alpha(dst, stride, block);
+
+ return 8;
+}
+
av_cold void ff_texturedspenc_init(TextureDSPContext *c)
{
- c->dxt1_block = dxt1_block;
- c->dxt5_block = dxt5_block;
- c->dxt5ys_block = dxt5ys_block;
+ c->dxt1_block = dxt1_block;
+ c->dxt5_block = dxt5_block;
+ c->dxt5ys_block = dxt5ys_block;
+ c->rgtc1u_alpha_block = rgtc1u_alpha_block;
}