bool UseBindlessHandles() const
HdStShaderCodePtr const & GetShaderCode() const
HDST_API void ReallocateSamplerIfNecessary()
size_t GetMemoryRequest() const
HDST_API HdStTextureHandle(HdStTextureObjectSharedPtr const &textureObject, const HdSamplerParameters &samplerParams, size_t memoryRequest, HdStShaderCodePtr const &shaderCode, HdSt_TextureHandleRegistry *textureHandleRegistry)
See HdStResourceRegistry::AllocateTextureHandle for details.
HdStSamplerObjectSharedPtr const & GetSamplerObject() const
HdStTextureObjectSharedPtr const & GetTextureObject() const
HdSamplerParameters const & GetSamplerParameters() const
HDST_API ~HdStTextureHandle()