OnStorage | Texture is on storage (i.e.
sourced from disk, from listener) A 4x4 blank texture will be shown if user attempts to use this Texture. No memory is consumed. While in this state, many settings may not be trusted (width, height, etc) as nothing is loaded.
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OnSystemRam | Texture is on System RAM.
If the texture is fully not resident, a 4x4 blank texture will be shown if user attempts to use this Texture. If the texture is transitioning to Resident, a 64x64 mip version of the texture will be shown. Starts blank, gets progressively filled. If not enough resources we may just display the 4x4 blank dummy. Explicit APIs (D3D12 / Vulkan) may use true OS residency funcs.
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Resident | VRAM and other GPU resources have been allocated for this resource.
Data may not be yet fully uploaded to GPU though (but should be imminent). May keep a copy on system RAM (user tweakable) Texture may transition directly from OnStorage to Resident. However, Sys. RAM is a very attractive option for 64-bit editors (keep everything on Sys. RAM; load to GPU based on scene demands)
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