Texture

Texture
Scaleform::Render::FenceResource
    Scaleform::Render::Texture
Declaration
class Texture : public RefCountBase<Texture, StatRender_TextureManager_Mem>, public ListNodeSafe<Texture>, public FenceResource;
Description

Texture is a hardware version of image that is typically allocated from a HAL-specific renderer's TextureManager and is managed by the rendering thread. Before Image data can be rendered it needs to be transferred into a Texture, as only textures are accepted by the HAL

Texture can typically be created/destroyed by either advance or rendering thread, as its objects memory management is thread-safe. The Map/Unmap and Update operations can, however, only be executed by the rendering thread.

Data Members
Data Member 
Description 
Size of the image. 
Number of mip levels in the texture. 
Source image for the texture. 
The TextureFormat used by the texture (platform specific derived classes of TextureFormat exist). 
The current lifetime state of the texture. 
Number of hardware textures this texture consists of (multiple with YUV[A] textures). 
pMap 
If texture is currently mapped, it is here. 
Texture usage flags (see TextureFlagBits in derived Texture classes). 
Use 
Image usage flags (see ImageUse). 
Enumerations
Enumeration 
Description 
Describes the lifetime state that the texture is in. 
Bits stored in TextureFlags (some of these may only apply to certain platforms). 
Methods
Method 
Description 
Applies a texture to a to a given stage for a device, starting at stageIndex and advances the index. 
Identical to LoseTextureData, except it sets the status of the texture to State_Disposed. 
Returns the size in bytes the underlying system uses to store the texture data. 
Retrieves the format of the image associated with the texture. 
Obtains the number of mipmaps of the texture in the image. 
Retrieves the image associated with a texture. 
Returns the image format of the original image. 
Returns the number of planes used by the texture format. 
Returns the size of the image. 
Retrieves the TextureManager which is used for managing the created textures. 
Returns the size of the texture. 
Returns the number of texture stages that are supported by the renderer. 
Fills in a matrix that should be used to convert pixel coordinate space to the UV coordinates used by the renderer. 
Notifies texture that its image is about to become unavailable. 
A platform-specific method, that will actually create the API specific texture object. 
Determines whether the Initialize call has already been made, and if it was successful. 
Called from ~TextureManager, cleaning out most of the texture internal state. 
Called after texture data has been lost. 
Map 
Maps the texture data planes into the process address space so they can be accessed directly; should be called only from the rendering thread. 
Causes the hardware textures associated with this texture to be released. 
Texture constructor. 
Ends access to the texture memory (from Map). 
Updates a texture region based on the specified image data. 
Synchronizes RenderTarget and Staging content. 
Synchronizes staging content. 
Structures
Structure 
Description 
Update descriptor provides source and destination data for Update
File

Render_Image.h