HDK
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#include <dynamicUvTextureObject.h>
A uv texture that is managed but not populated by the Storm texture system.
Clients can allocate an instance of this class through HdStResourceRegistry::AllocateTextureHandle or AllocateTextureObject by passing an HdStTextureIdentifier with a HdStDynamicUvSubtextureIdentifier.
The client can allocate the GPU resource with CreateTexture and populate it by either giving data in the HgiTextureDesc or binding the texture as target for a computation or render.
Bindless texture sampler handles can only be created correctly if a client has created the texture before the texture commit phase is finished.
Definition at line 53 of file dynamicUvTextureObject.h.
HDST_API HdStDynamicUvTextureObject::HdStDynamicUvTextureObject | ( | const HdStTextureIdentifier & | textureId, |
HdSt_TextureObjectRegistry * | textureObjectRegistry | ||
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Commit texture to GPU (not thread-safe)
Implements HdStTextureObject.
Load texture to CPU (thread-safe)
Implements HdStTextureObject.
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Allocate GPU resource using the texture descriptor. Populate if data are given in the descriptor.
Definition at line 67 of file dynamicUvTextureObject.h.
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Release GPU resource.
Definition at line 79 of file dynamicUvTextureObject.h.
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Make GPU generate mipmaps.
Definition at line 73 of file dynamicUvTextureObject.h.
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Get the CPU data stored for this texture.
Typically used in HdStDynamicUvTextureImplementation::Commit to commit CPU data to GPU.
Definition at line 107 of file dynamicUvTextureObject.h.
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Always returns true - so that samplers for this texture are created.
Implements HdStTextureObject.
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Save CPU data for this texture (transfering ownership).
This is typically called from HdStDynamicUvTextureImplementation::Load so that the CPU data can be uploaded during commit.
To free the CPU data, call with nullptr.
Definition at line 99 of file dynamicUvTextureObject.h.
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Set wrap mode hints used when a texture node's wrap mode is use metadata.
This is typically called from HdStDynamicUvTextureImplementation::Load when the texture file has wrap mode hints.
Definition at line 88 of file dynamicUvTextureObject.h.