text: //=====================================================================
  // Copyright (c) 2016    Advanced Micro Devices, Inc. All rights reserved.
  //
  // Permission is hereby granted, free of charge, to any person obtaining a copy
  // of this software and associated documentation files(the "Software"), to deal
  // in the Software without restriction, including without limitation the rights
  // to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
  // copies of the Software, and to permit persons to whom the Software is
  // furnished to do so, subject to the following conditions :
  // 
  // The above copyright notice and this permission notice shall be included in
  // all copies or substantial portions of the Software.
  // 
  // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
  // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  // THE SOFTWARE.
  //
  /// \file GPU_DecodeBase.h
  //
  //=====================================================================
  
  #ifndef H_GPU_DECODE_BASE
  #define H_GPU_DECODE_BASE
  
  #ifdef _WIN32
  #ifndef DISABLE_TESTCODE
  #include "Compressonator.h"
  #include "Windows.h"
  //uncomment to show image on console window for debug
  //#define SHOW_WINDOW  
  
  namespace GPU_Decode
  {
  
  #define str_WindowsClassName    "GPU_DecodeClass"
  #define str_WindowName          "GPU_DecodeWindow"
  
  
      class RenderWindow
      {
      public:
          RenderWindow(char *windowType)
          {
              m_hInstance = 0; // GetModuleHandle(NULL);
              // sprintf(m_strWindowName, "%s_%x_%s", str_WindowName, m_hInstance,windowType);
              // sprintf(m_strWindowClassName, "%s_%x_%s", str_WindowsClassName, m_hInstance, windowType);
              m_hDC = 0;
              m_hRC = 0;
              m_hWnd = nullptr;
          };
          virtual ~RenderWindow() {};
  
          HDC         m_hDC;
          HGLRC       m_hRC;
          HWND        m_hWnd;
          HINSTANCE   m_hInstance;
          char        m_windowType[128];
          char        m_strWindowName[128];
          char        m_strWindowClassName[128];
          HRESULT     InitWindow(int width, int height, WNDPROC callback =NULL);
          void        EnableWindowContext(HWND hWnd, HDC * hDC, HGLRC * hRC);
          void        DisableWindowContext(HWND hWnd, HDC hDC, HGLRC hRC);
  
      };
  
      class TextureControl: public RenderWindow
      {
      public:
          TextureControl(char *windowType):RenderWindow(windowType) {};
          virtual ~TextureControl() {};
  
          virtual CMP_ERROR WINAPI Decompress(const CMP_Texture* pSourceTexture, CMP_Texture* pDestTexture) const = 0;
  
      private:
      };
  }
  
  extern LRESULT CALLBACK WndProc2(HWND, UINT, WPARAM, LPARAM);
  
  #endif // !H_GPU_DECODE_BASE
  #endif
  #endif
  