16 typedef extent3d extent_type;
25 extent_type
const & Extent,
27 swizzles_type
const& Swizzles = swizzles_type(SWIZZLE_RED, SWIZZLE_GREEN, SWIZZLE_BLUE, SWIZZLE_ALPHA));
32 extent_type
const & Extent,
33 swizzles_type
const& Swizzles = swizzles_type(SWIZZLE_RED, SWIZZLE_GREEN, SWIZZLE_BLUE, SWIZZLE_ALPHA));
43 size_type BaseLayer, size_type MaxLayer,
44 size_type BaseFace, size_type MaxFace,
45 size_type BaseLevel, size_type MaxLevel,
46 swizzles_type
const& Swizzles = swizzles_type(SWIZZLE_RED, SWIZZLE_GREEN, SWIZZLE_BLUE, SWIZZLE_ALPHA));
51 size_type BaseLevel, size_type MaxLevel);
57 extent_type
extent(size_type Level = 0)
const;
60 template <
typename genType>
61 genType
load(extent_type
const & TexelCoord, size_type Level)
const;
64 template <
typename genType>
65 void store(extent_type
const & TexelCoord, size_type Level, genType
const & Texel);
72 template <
typename genType>
73 void clear(genType
const & Texel);
76 template <
typename genType>
77 void clear(size_type Level, genType
const & Texel);
90 size_type index_cache(size_type Level)
const;
92 std::vector<cache> Caches;
96 #include "./core/texture3d.inl"
Genetic texture class. It can support any target.
texture3d()
Create an empty texture 3D.
Namespace where all the classes and functions provided by GLI are exposed.
Include to compute offset in a texture storage memory.
genType load(extent_type const &TexelCoord, size_type Level) const
Fetch a texel from a texture. The texture format must be uncompressed.
void store(extent_type const &TexelCoord, size_type Level, genType const &Texel)
Write a texel to a texture. The texture format must be uncompressed.
format
Texture data format.
extent_type extent(size_type Level=0) const
Return the dimensions of a texture instance: width, height and depth.
image operator[](size_type Level) const
Create a view of the image identified by Level in the mipmap chain of the texture.
Image, representation for a single texture level.
Include to use images, a representation of a single texture level.
void clear()
Clear the entire texture storage with zeros.
Include to use generic textures which can represent any texture target but they don't have target spe...