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|   | D3D11TextureGpu (GpuPageOutStrategy::GpuPageOutStrategy pageOutStrategy, VaoManager *vaoManager, IdString name, uint32 textureFlags, TextureTypes::TextureTypes initialType, TextureGpuManager *textureManager) | 
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|   | ~D3D11TextureGpu () override | 
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| void  | _autogenerateMipmaps (CopyEncTransitionMode::CopyEncTransitionMode transitionMode=CopyEncTransitionMode::Auto) override | 
|   | Tells the API to let the HW autogenerate mipmaps.  
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| bool  | _isDataReadyImpl () const override | 
|   | For internal use.  
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| void  | _notifyTextureSlotChanged (const TexturePool *newPool, uint16 slice) override | 
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| void  | _setToDisplayDummyTexture () override | 
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| void  | copyTo (TextureGpu *dst, const TextureBox &dstBox, uint8 dstMipLevel, const TextureBox &srcBox, uint8 srcMipLevel, bool keepResolvedTexSynced=true, CopyEncTransitionMode::CopyEncTransitionMode srcTransitionMode=CopyEncTransitionMode::Auto, CopyEncTransitionMode::CopyEncTransitionMode dstTransitionMode=CopyEncTransitionMode::Auto) override | 
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| ComPtr< ID3D11ShaderResourceView >  | createSrv () const | 
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| ComPtr< ID3D11ShaderResourceView >  | createSrv (const DescriptorSetTexture2::TextureSlot &texSlot) const | 
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| ComPtr< ID3D11UnorderedAccessView >  | createUav (const DescriptorSetUav::TextureSlot &texSlot) const | 
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| void  | getCustomAttribute (IdString name, void *pData) override | 
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| ID3D11ShaderResourceView *  | getDefaultDisplaySrv () const | 
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| ID3D11Resource *  | getDisplayTextureName () const | 
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| ID3D11Resource *  | getFinalTextureName () const | 
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| ID3D11Resource *  | getMsaaFramebufferName () const | 
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| void  | getSubsampleLocations (vector< Vector2 >::type locations) override | 
|   | Get the MSAA subsample locations.  
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| bool  | isMsaaPatternSupported (MsaaPatterns::MsaaPatterns pattern) override | 
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| void  | notifyDataIsReady () override | 
|   | Notifies it is safe to use the real data. Everything has been uploaded.  
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| void  | setTextureType (TextureTypes::TextureTypes textureType) override | 
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|   | TextureGpu (GpuPageOutStrategy::GpuPageOutStrategy pageOutStrategy, VaoManager *vaoManager, IdString name, uint32 textureFlags, TextureTypes::TextureTypes initialType, TextureGpuManager *textureManager) | 
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|   | ~TextureGpu () override | 
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| uint8 *  | _getSysRamCopy (uint8 mipLevel) | 
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| TextureBox  | _getSysRamCopyAsBox (uint8 mipLevel) | 
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| size_t  | _getSysRamCopyBytesPerImage (uint8 mipLevel) | 
|   | Note: Returns non-zero even if there is no system ram copy.  
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| uint32  | _getSysRamCopyBytesPerRow (uint8 mipLevel) | 
|   | Note: Returns non-zero even if there is no system ram copy.  
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| bool  | _isManualTextureFlagPresent () const | 
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| void  | _notifySysRamDownloadIsReady (uint8 *sysRamPtr, bool resyncOnly) | 
|   | Do not call directly.  
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| void  | _resetTextureManager () | 
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| void  | _resolveTo (TextureGpu *resolveTexture) | 
|   | Immediately resolves this texture to the resolveTexture argument.  
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| virtual void  | _setDepthBufferDefaults (uint16 depthBufferPoolId, bool preferDepthTexture, PixelFormatGpu desiredDepthBufferFormat) | 
|   | These 3 values are used as defaults for the compositor to use, but they may be explicitly overriden by a RenderPassDescriptor.  
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| virtual void  | _setNextLayout (ResourceLayout::Layout layout) | 
|   | Sets the layout the texture should be transitioned to after the next copy operation (once the copy encoder gets closed)  
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| void  | _setSampleDescription (SampleDescription desc, SampleDescription validatedSampleDesc) | 
|   | For internal use.  
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| void  | _setSourceType (uint8 type) | 
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| void  | _syncGpuResidentToSystemRam () | 
|   | Forces downloading data from GPU to CPU, usually because the data on GPU changed and we're in strategy AlwaysKeepSystemRamCopy.  
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| void  | _transitionTo (GpuResidency::GpuResidency newResidency, uint8 *sysRamCopy, bool autoDeleteSysRamCopy=true) | 
|   | This function may be called manually (if user is manually managing a texture) or automatically (e.g.  
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| void  | addListener (TextureGpuListener *listener) | 
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| bool  | allowsAutoMipmaps () const | 
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| void  | copyContentsToMemory (TextureBox src, TextureBox dst, PixelFormatGpu dstFormat, bool automaticResolve=true) | 
|   | Writes the current contents of the render target to the memory.  
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| void  | copyParametersFrom (TextureGpu *src) | 
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| virtual ResourceLayout::Layout  | getCurrentLayout () const | 
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| ResourceLayout::Layout  | getDefaultLayout (bool bIgnoreDiscardableFlag=false) const | 
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| uint32  | getDepth () const | 
|   | For TypeCube & TypeCubeArray, this value returns 1.  
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| virtual uint16  | getDepthBufferPoolId () const | 
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| uint32  | getDepthOrSlices () const | 
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| virtual PixelFormatGpu  | getDesiredDepthBufferFormat () const | 
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| TextureBox  | getEmptyBox (uint8 mipLevel) | 
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| uint32  | getHeight () const | 
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| uint32  | getInternalHeight () const | 
|   | Real API height accounting for TextureGpu::getOrientationMode. See getInternalWidth.  
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| uint16  | getInternalSliceStart () const | 
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| TextureTypes::TextureTypes  | getInternalTextureType () const | 
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| uint32  | getInternalWidth () const | 
|   | Real API width accounting for TextureGpu::getOrientationMode If orientation mode is 90° or 270° then getInternalWidth returns the height and getInternalHeight returns the width.  
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| const vector< TextureGpuListener * >::type &  | getListeners () const | 
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| String  | getNameStr () const override | 
|   | Note: This returns the alias name of the texture.  
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| uint8  | getNumMipmaps () const | 
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| uint32  | getNumSlices () const | 
|   | For TypeCube this value returns 6.  
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| virtual OrientationMode  | getOrientationMode () const | 
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| PixelFormatGpu  | getPixelFormat () const | 
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| virtual bool  | getPreferDepthTexture () const | 
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| virtual String  | getRealResourceNameStr () const | 
|   | Returns the real name (e.g. disk in file) of the resource.  
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| SampleDescription  | getRequestedSampleDescription () const | 
|   | Returns original requested sample description, i.e. the raw input to setSampleDescription.  
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| virtual String  | getResourceGroupStr () const | 
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| SampleDescription  | getSampleDescription () const | 
|   | Returns effective sample description supported by the API.  
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| String  | getSettingsDesc () const | 
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| size_t  | getSizeBytes () const | 
|   | Returns total size in bytes used in GPU by this texture (not by its pool) including mipmaps.  
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| uint8  | getSourceType () const | 
|   | This setting is for where the texture is created, e.g.  
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| TextureGpuManager *  | getTextureManager () const | 
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| const TexturePool *  | getTexturePool () const | 
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| uint32  | getTexturePoolId () const | 
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| TextureTypes::TextureTypes  | getTextureType () const | 
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| uint32  | getWidth () const | 
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| bool  | hasAutomaticBatching () const | 
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| bool  | hasAutoMipmapAuto () const | 
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| bool  | hasEquivalentParameters (TextureGpu *other) const | 
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| bool  | hasMsaaExplicitResolves () const | 
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| bool  | isDataReady () const | 
|   | True if this texture is fully ready to be used for displaying.  
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| bool  | isDiscardableContent () const | 
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| bool  | isManualTexture () const | 
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| bool  | isMetadataReady () const | 
|   | It is threadsafe to call this function from main thread.  
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| bool  | isMultisample () const | 
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| virtual bool  | isOpenGLRenderWindow () const | 
|   | OpenGL RenderWindows are a bit specific:  
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| bool  | isPoolOwner () const | 
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| bool  | isReinterpretable () const | 
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| bool  | isRenderToTexture () const | 
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| bool  | isRenderWindowSpecific () const | 
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| bool  | isTexture () const | 
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| bool  | isTextureGpu () const override | 
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| bool  | isTilerMemoryless () const | 
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| bool  | isUav () const | 
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| void  | notifyAllListenersTextureChanged (uint32 reason, void *extraData=0) | 
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| bool  | prefersLoadingFromFileAsSRGB () const | 
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| void  | removeListener (TextureGpuListener *listener) | 
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| bool  | requiresTextureFlipping () const | 
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| void  | scheduleReupload (Image2 *image=0, bool autoDeleteImage=true, bool bSkipMultiload=false) | 
|   | There are times where you want to reload a texture again (e.g.  
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| void  | scheduleTransitionTo (GpuResidency::GpuResidency nextResidency, Image2 *image=0, bool autoDeleteImage=true, bool bSkipMultiload=false) | 
|   | Same as unsafeScheduleTransitionTo, but first checks if we're already in the residency state we want to go to, or if it has already been scheduled; thus it can be called multiple times.  
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| void  | setNumMipmaps (uint8 numMipmaps) | 
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| virtual void  | setOrientationMode (OrientationMode orientationMode) | 
|   | Sets the given orientation.  
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| void  | setPixelFormat (PixelFormatGpu pixelFormat) | 
|   | Sets the pixel format.  
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| void  | setResolution (uint32 width, uint32 height, uint32 depthOrSlices=1u) | 
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| void  | setSampleDescription (SampleDescription desc) | 
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| void  | setTexturePoolId (uint32 poolId) | 
|   | 2D Texture with automatic batching will be merged with other textures into the same pool as one big 2D Array texture behind the scenes.  
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| virtual bool  | supportsAsDepthBufferFor (TextureGpu *colourTarget) const | 
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| virtual void  | swapBuffers () | 
|   | Only valid for TextureGpu classes.  
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| void  | unsafeScheduleTransitionTo (GpuResidency::GpuResidency nextResidency, Image2 *image=0, bool autoDeleteImage=true, bool bSkipMultiload=false) | 
|   | Schedules an async transition in residency.  
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| void  | waitForData () | 
|   | Blocks main thread until data is ready.  
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| void  | waitForMetadata () | 
|   | Blocks main thread until metadata is ready.  
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| void  | writeContentsToFile (const String &filename, uint8 minMip, uint8 maxMip, bool automaticResolve=true) | 
|   | Writes the current contents of the render target to the named file.  
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| virtual  | ~GpuTrackedResource () | 
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|   | GpuResource (GpuPageOutStrategy::GpuPageOutStrategy pageOutStrategy, VaoManager *vaoManager, IdString name) | 
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| virtual  | ~GpuResource () | 
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| void  | _addPendingResidencyChanges (uint32 value) | 
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| void  | _setNextResidencyStatus (GpuResidency::GpuResidency nextResidency) | 
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| GpuPageOutStrategy::GpuPageOutStrategy  | getGpuPageOutStrategy () const | 
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| IdString  | getName () const | 
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| GpuResidency::GpuResidency  | getNextResidencyStatus () const | 
|   | When getResidencyStatus() != getNextResidencyStatus(), residency changes happen in the main thread, while some preparation may be happening in the background.  
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| uint32  | getPendingResidencyChanges () const | 
|   | Returns the number of pending residency changes.  
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| GpuResidency::GpuResidency  | getResidencyStatus () const | 
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