HDK
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#include <subtextureIdentifier.h>
Public Member Functions | |
HDST_API | HdStDynamicUvSubtextureIdentifier () |
HDST_API | ~HdStDynamicUvSubtextureIdentifier () override |
HDST_API std::unique_ptr < HdStSubtextureIdentifier > | Clone () const override |
virtual HDST_API HdStDynamicUvTextureImplementation * | GetTextureImplementation () const |
Public Member Functions inherited from HdStSubtextureIdentifier | |
virtual HDST_API | ~HdStSubtextureIdentifier () |
Protected Member Functions | |
HDST_API ID | _Hash () const override |
Additional Inherited Members | |
Public Types inherited from HdStSubtextureIdentifier | |
using | ID = size_t |
Used as a tag that the Storm texture system returns a HdStDynamicUvTextureObject that is populated by a client rather than by the Storm texture system.
Clients can subclass this class and provide their own HdStDynamicUvTextureImplementation to create UV texture with custom load and commit behavior.
testHdStDynamicUvTexture.cpp is an example of how custom load and commit behavior can be implemented.
AOV's are another example. In presto, these are baked by HdStDynamicUvTextureObject's. In this case, the HdStDynamicUvTextureObject's do not provide custom load or commit behavior (null-ptr returned by GetTextureImplementation). Instead, GPU memory is allocated by explicitly calling HdStDynamicUvTextureObject::CreateTexture in HdStRenderBuffer::Sync/Allocate and the texture is filled by using it as render target in various render passes.
Definition at line 171 of file subtextureIdentifier.h.
HDST_API HdStDynamicUvSubtextureIdentifier::HdStDynamicUvSubtextureIdentifier | ( | ) |
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override |
Implements HdStSubtextureIdentifier.
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overridevirtual |
Implements HdStSubtextureIdentifier.
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virtual |
Textures can return their own HdStDynamicUvTextureImplementation to customize the load and commit behavior.