HDK
Main Page
Related Pages
Modules
Namespaces
Classes
Files
Examples
File List
File Members
•
All
Classes
Namespaces
Files
Functions
Variables
Typedefs
Enumerations
Enumerator
Friends
Macros
Groups
Pages
dynamicUvTextureImplementation.h
Go to the documentation of this file.
1
//
2
// Copyright 2020 Pixar
3
//
4
// Licensed under the Apache License, Version 2.0 (the "Apache License")
5
// with the following modification; you may not use this file except in
6
// compliance with the Apache License and the following modification to it:
7
// Section 6. Trademarks. is deleted and replaced with:
8
//
9
// 6. Trademarks. This License does not grant permission to use the trade
10
// names, trademarks, service marks, or product names of the Licensor
11
// and its affiliates, except as required to comply with Section 4(c) of
12
// the License and to reproduce the content of the NOTICE file.
13
//
14
// You may obtain a copy of the Apache License at
15
//
16
// http://www.apache.org/licenses/LICENSE-2.0
17
//
18
// Unless required by applicable law or agreed to in writing, software
19
// distributed under the Apache License with the above modification is
20
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
21
// KIND, either express or implied. See the Apache License for the specific
22
// language governing permissions and limitations under the Apache License.
23
//
24
#ifndef PXR_IMAGING_HD_ST_DYNAMIC_UV_TEXTURE_IMPLEMENTATION_H
25
#define PXR_IMAGING_HD_ST_DYNAMIC_UV_TEXTURE_IMPLEMENTATION_H
26
27
#include "
pxr/pxr.h
"
28
29
PXR_NAMESPACE_OPEN_SCOPE
30
31
class
HdStDynamicUvTextureObject
;
32
33
/// \class HdStDynamicUvTextureImplementation
34
///
35
/// Allows external clients to specify how a UV texture is loaded from, e.g.,
36
/// a file and how it is committed to the GPU.
37
///
38
class
HdStDynamicUvTextureImplementation
39
{
40
public
:
41
/// Called during the load phase of the Storm texture system
42
/// when a texture file is supposed to be loaded to the CPU.
43
///
44
/// This method has to be thread-safe.
45
///
46
virtual
void
Load
(
HdStDynamicUvTextureObject
*textureObject) = 0;
47
48
/// Called during the commit phase of the Storm texture system
49
/// when the CPU texture is committed to the GPU.
50
virtual
void
Commit
(
HdStDynamicUvTextureObject
*textureObject) = 0;
51
52
/// Queried by, e.g., the material system to determine whether
53
/// to use, e.g., the fallback value of a texture node.
54
virtual
bool
IsValid
(
const
HdStDynamicUvTextureObject
*textureObject) = 0;
55
};
56
57
PXR_NAMESPACE_CLOSE_SCOPE
58
59
#endif
HdStDynamicUvTextureImplementation::Load
virtual void Load(HdStDynamicUvTextureObject *textureObject)=0
HdStDynamicUvTextureObject
Definition:
dynamicUvTextureObject.h:53
HdStDynamicUvTextureImplementation::Commit
virtual void Commit(HdStDynamicUvTextureObject *textureObject)=0
HdStDynamicUvTextureImplementation
Definition:
dynamicUvTextureImplementation.h:38
pxr.h
PXR_NAMESPACE_OPEN_SCOPE
PXR_NAMESPACE_CLOSE_SCOPE PXR_NAMESPACE_OPEN_SCOPE
Definition:
path.h:1432
PXR_NAMESPACE_CLOSE_SCOPE
#define PXR_NAMESPACE_CLOSE_SCOPE
Definition:
pxr.h:91
HdStDynamicUvTextureImplementation::IsValid
virtual bool IsValid(const HdStDynamicUvTextureObject *textureObject)=0
pxr
imaging
hdSt
dynamicUvTextureImplementation.h
Generated on Sat Mar 29 2025 02:44:43 for HDK by
1.8.6