#include <OgreD3D11StagingTexture.h>
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| D3D11StagingTexture (VaoManager *vaoManager, PixelFormatGpu formatFamily, uint32 width, uint32 height, uint32 depthOrSlices, D3D11Device &device) |
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| ~D3D11StagingTexture () override |
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size_t | _getSizeBytes () override |
| Returns size in bytes. More...
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bool | isSmallerThan (const StagingTexture *other) const override |
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void | startMapRegion () override |
| Must be called from main thread when the StagingBuffer is grabbed. More...
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void | stopMapRegion () override |
| Must be called from main thread when the StagingBuffer is released. More...
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bool | supportsFormat (uint32 width, uint32 height, uint32 depth, uint32 slices, PixelFormatGpu pixelFormat) const override |
| D3D11 has restrictions about which StagingTextures can be uploaded to which textures based on texture families (for example all PFG_RGBA32_* belong to the same family). More...
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void | upload (const TextureBox &srcBox, TextureGpu *dstTexture, uint8 mipLevel, const TextureBox *cpuSrcBox=0, const TextureBox *dstBox=0, bool skipSysRamCopy=false) override |
| Uploads a region of data in srcBox (which must have been created with mapRegion) into dstTexture. More...
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| StagingTexture (VaoManager *vaoManager, PixelFormatGpu formatFamily) |
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virtual | ~StagingTexture () |
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PixelFormatGpu | getFormatFamily () const |
| Returns the format family it was requested. More...
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uint32 | getLastFrameUsed () const |
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TextureBox | mapRegion (uint32 width, uint32 height, uint32 depth, uint32 slices, PixelFormatGpu pixelFormat) |
| Can be called from worker thread, but not from multiple threads at the same time, also you can't call anything else either. More...
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bool | uploadWillStall () |
| If it returns true, startMapRegion will stall. More...
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◆ D3D11StagingTexture()
◆ ~D3D11StagingTexture()
Ogre::D3D11StagingTexture::~D3D11StagingTexture |
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override |
◆ _getSizeBytes()
size_t Ogre::D3D11StagingTexture::_getSizeBytes |
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overridevirtual |
Returns size in bytes.
Note it's tagged as advanced use (via _underscore) because Just because a StagingTexture has enough available size, does not mean it can hold the data you'll want (a D3D11 StagingTexture of 256x512 cannot hold 1024x1 texture data even though it has the available capacity)
- Returns
- Size in bytes of this staging texture.
Implements Ogre::StagingTexture.
◆ isSmallerThan()
bool Ogre::D3D11StagingTexture::isSmallerThan |
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const StagingTexture * |
other | ) |
const |
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overridevirtual |
◆ startMapRegion()
void Ogre::D3D11StagingTexture::startMapRegion |
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overridevirtual |
◆ stopMapRegion()
void Ogre::D3D11StagingTexture::stopMapRegion |
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overridevirtual |
◆ supportsFormat()
D3D11 has restrictions about which StagingTextures can be uploaded to which textures based on texture families (for example all PFG_RGBA32_* belong to the same family).
This function will return true if the StagingTexture can be used with the given format. On all the other RenderSystems, this nonsense does not exist thus it returns always true unless the request is so big it could never be fullfilled (it's larger than our maximum capacity)
Implements Ogre::StagingTexture.
◆ upload()
Uploads a region of data in srcBox (which must have been created with mapRegion) into dstTexture.
- Parameters
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srcBox | The source data to copy from. Must have been created from mapRegion and must not have been altered (i.e. changed its internal variables) Values inside srcBox such as x, y, z & sliceStart will be ignored. |
dstTexture | The destination texture. If dstBox is a null pointer, srcBox must match the texture dimensions exactly (x,y,z = 0; same resolution) |
cpuSrcBox | A CPU-based copy that we can copy CPU -> CPU to our System RAM copy. This parameters must be present if skipSysRamCopy is false and the dstTexture strategy is GpuPageOutStrategy::AlwaysKeepSystemRamCopy or it is in OnSystemRam state. |
mipLevel | Destination mipmap. |
dstBox | Optional. Region inside dstTexture to copy to. Must have the same dimensions as srcBox. Values inside dstBox such as bytesPerRow, bytesPerImage & data will be ignored. |
skipSysRamCopy | Whether to skip the copy to system RAM. Should only be used if the System RAM copy is already up to date, which is often the case when you're transitioning to Resident while loading at the same time. If misused, readbacks will be incorrect as data in CPU won't mirror that of the data in GPU, and possibly other bugs too. |
Reimplemented from Ogre::StagingTexture.
The documentation for this class was generated from the following file: