A texture frame buffer representing an image in the GPU that can be drawn to.
This frame buffer is a component of a CYIAssetFramebuffer. It can be a color buffer or a depth buffer.
#include <asset/YiAssetTextureFramebuffer.h>

Protected Member Functions | |
| virtual std::shared_ptr< IYIGPUObject > | CreateGPUObject () const override |
| virtual void | OnUnload () override |
Protected Member Functions inherited from CYIAssetTextureBase | |
| virtual void | DirtyEntireTexture () |
| void | SetWidth (int32_t nWidth) |
| void | SetHeight (int32_t nHeight) |
| void | SetColorSpace (IYIMaterialFactory::YI_COLORSPACE eColorSpace) |
| virtual void | ApplyRetainmentPolicy () override |
Protected Member Functions inherited from CYIAssetHardware | |
| virtual void | OnLoad () override |
Protected Member Functions inherited from CYIAsset | |
| CYIAsset () | |
| ssize_t | GetID () const |
| void | SetPath (const CYIString &path, PATH_TYPE ePathType) |
| void | SetApproximateSize (uint32_t nSize) |
| void | SetLoaded (bool bAssetLoaded) |
| void | SetLoadParameters (std::unique_ptr< CYIAssetLoadParams > pParams) |
Protected Member Functions inherited from CYIScriptableRTTIObject | |
| virtual std::pair< const CYIRuntimeTypeInfo *, const void * > | GetRuntimeTypeInfoWithObject () const =0 |
Additional Inherited Members | |
Public Types inherited from CYIAssetTextureBase | |
| enum | YI_MIN_MAG_FILTER { YI_LINEAR, YI_NEAREST } |
| enum | YI_TEXTURE_WRAP { YI_CLAMP_TO_EDGE, YI_MIRROR, YI_REPEAT } |
| enum | USAGE { USAGE_STATIC, USAGE_DYNAMIC, USAGE_RENDER_TARGET } |
Public Types inherited from CYIAssetHardware | |
| enum | RETENTION_POLICY { RETAIN = 0, UNLOAD } |
| The YI_HW_ASSET_RETENTION_POLICY enum specifies the retention policy of static hardware assets from the CPU memory once they are loaded onto the GPU. It is globally configurable, where new CYIAssetHardware will be making use of it and the can also change directly per assets. Be aware that on some platform, it is best to leave the assets retained on the CPU side when the platform lifecycle has the ability to destroy the graphic context while the app still runs, giving You.i Engine the ability to re-load every assets back onto GPU memory really fast. A good example of such platform would be Android. More... | |
Public Types inherited from CYIAsset | |
| enum | PATH_TYPE { PATH_ABSOLUTE = 0, PATH_RELATIVE } |
Protected Attributes inherited from CYIAssetHardware | |
| bool | m_bHardwareLoadRequested |
| std::shared_ptr< IYIGPUObject > | m_pGPUObject |
| RETENTION_POLICY | m_eRetentionPolicy |
Static Protected Attributes inherited from CYIAsset | |
| static ssize_t | INVALID_ID |
| CYIAssetTextureFramebuffer::CYIAssetTextureFramebuffer | ( | ) |
| CYIAssetTextureFramebuffer::CYIAssetTextureFramebuffer | ( | int32_t | nWidth, |
| int32_t | nHeight, | ||
| IYIMaterialFactory::YI_COLORSPACE | eColorSpace | ||
| ) |
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virtual |
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overrideprotectedvirtual |
Each sub-type must implement this function and returns an IYIGPUObject representing the hardware type.
Implements CYIAssetTextureBase.
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overridevirtual |
Calculates and returns the approximate number of bytes currently used by this asset. The first item of the returned pair object represents the memory currently taken in the CPU main memory, and the second item of the returned pair object represents the memory currently taken in the GPU memory.
Reimplemented from CYIAsset.
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overrideprotectedvirtual |
Implements CYIAssetTextureBase.