etcpak: We only need the compression code, remove rest of etcpak app

We do our own image loading, threading, and memory management in Godot already,
so the only components we need from etcpak (at least as of now) are the
`Compress*` methods defined in `ProcessDxtc.cpp` and `ProcessRGB.cpp`.

So we don't need to compile or vendor the rest.
This commit is contained in:
Rémi Verschelde 2021-04-14 16:45:14 +02:00
parent 8ce0fb0a94
commit 638cfec853
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GPG key ID: C3336907360768E1
32 changed files with 6 additions and 4556 deletions

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@ -11,31 +11,15 @@ thirdparty_obj = []
thirdparty_dir = "#thirdparty/etcpak/"
thirdparty_sources = [
"Bitmap.cpp",
"BitmapDownsampled.cpp",
"BlockData.cpp",
"ColorSpace.cpp",
"DataProvider.cpp",
"Debug.cpp",
"Dither.cpp",
"Error.cpp",
"mmap.cpp",
"ProcessDxtc.cpp",
"ProcessRGB.cpp",
"System.cpp",
"Tables.cpp",
"TaskDispatch.cpp",
"Timing.cpp",
"lz4/lz4.c",
]
thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
env_etcpak.Prepend(CPPPATH=[thirdparty_dir])
# Also requires libpng headers
if env["builtin_libpng"]:
env_etcpak.Prepend(CPPPATH=["#thirdparty/libpng"])
env_thirdparty = env_etcpak.Clone()
env_thirdparty.disable_warnings()
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)