Store a texture data on the GPU.
More...
#include <GPUObjects.hpp>
|
VkFormat | format |
| Texture native format.
|
|
VkImageAspectFlags | aspect |
| Texture aspects.
|
|
uint | channels |
| Number of channels.
|
|
VkImage | image = VK_NULL_HANDLE |
| Native image handle.
|
|
VkImageView | view = VK_NULL_HANDLE |
| Native main image view (all mips).
|
|
std::vector< MipViews > | views |
| Per-mip image views.
|
|
VmaAllocation | data = VK_NULL_HANDLE |
| Internal allocation.
|
|
ImTextureID | imgui = (ImTextureID)VK_NULL_HANDLE |
| ImGui compatible handle (internally a descriptor set).
|
|
std::vector< std::vector< VkImageLayout > > | layouts |
| Per-mip per-layer image layout.
|
|
VkImageLayout | defaultLayout |
| Default layout to restore to in some cases.
|
|
bool | owned = true |
| Do we own our Vulkan data (not the case for swapchain images).
|
|
Store a texture data on the GPU.
◆ GPUTexture() [1/3]
GPUTexture::GPUTexture |
( |
const Layout & |
layoutFormat | ) |
|
Constructor from a layout format.
- Parameters
-
layoutFormat | the layout format |
◆ GPUTexture() [2/3]
Copy constructor (disabled).
◆ GPUTexture() [3/3]
◆ clean()
void GPUTexture::clean |
( |
| ) |
|
Clean internal GPU buffer.
◆ getChannelsCount()
unsigned int GPUTexture::getChannelsCount |
( |
const Layout & |
format | ) |
|
|
static |
Retrieve the number of channels of a texture format.
- Parameters
-
- Returns
- the number of channels
◆ isSRGB()
bool GPUTexture::isSRGB |
( |
const Layout & |
format | ) |
|
|
static |
Check if a format represents sRGB colors.
- Parameters
-
- Returns
- true if sRGB
◆ operator=() [1/2]
Copy assignment operator (disabled).
- Returns
- a reference to the object assigned to
◆ operator=() [2/2]
Move assignment operator .
- Returns
- a reference to the object assigned to
The documentation for this class was generated from the following files: