#include <RenderResource.h>
◆ FTexture() [1/3]
◆ ~FTexture()
◆ FTexture() [2/3]
◆ FTexture() [3/3]
◆ GetFriendlyName()
| FString FTexture::GetFriendlyName |
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◆ GetOrCreateSamplerState()
◆ GetSizeX()
| uint32 FTexture::GetSizeX |
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Returns the width of the texture in pixels.
Reimplemented in FPlanarReflectionRenderTarget, FRenderTargetTexture, FStreamableTextureResource, FSkyTextureCubeResource, FReflectionTextureCubeResource, FTextureCubeResource, FTextureCubeArrayResource, FSlateTextureRenderTarget2DResource, FTextureRenderTarget2DArrayResource, FTextureRenderTargetVolumeResource, FVirtualTexture2DResource, FTexture2DDynamicResource, FTextureRenderTarget2DResource, FTextureRenderTargetCubeResource, FMediaTextureResource, FColoredTexture< R, G, B, A >, FColoredTexture< 0, 0, 0, 255 >, FDummyTransitionTexture, FBlackVolumeTexture< PixelFormat, Alpha >, FBlackArrayTexture, FMipColorTexture, FSolidColorTextureCube, FBlackCubeArrayTexture, FBlackUintTexture, UE::Color::ACES::FReachMTable, UE::Color::ACES::FGamutCuspTable, UE::Color::ACES::FUpperHullGammaTable, FSlateFontTextureRHIResource, FWebBrowserTextureResource, and FTextureRenderTargetResource.
◆ GetSizeY()
| uint32 FTexture::GetSizeY |
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const |
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virtual |
Returns the height of the texture in pixels.
Reimplemented in FPlanarReflectionRenderTarget, FRenderTargetTexture, FStreamableTextureResource, FSkyTextureCubeResource, FReflectionTextureCubeResource, FTextureCubeResource, FTextureCubeArrayResource, FSlateTextureRenderTarget2DResource, FTextureRenderTarget2DArrayResource, FTextureRenderTargetVolumeResource, FVirtualTexture2DResource, FTexture2DDynamicResource, FTextureRenderTarget2DResource, FTextureRenderTargetCubeResource, FMediaTextureResource, FColoredTexture< R, G, B, A >, FColoredTexture< 0, 0, 0, 255 >, FDummyTransitionTexture, FBlackVolumeTexture< PixelFormat, Alpha >, FBlackArrayTexture, FMipColorTexture, FSolidColorTextureCube, FBlackCubeArrayTexture, FBlackUintTexture, UE::Color::ACES::FTextureLookupBase, UE::Color::ACES::FGamutCuspTable, FSlateFontTextureRHIResource, FWebBrowserTextureResource, and FTextureRenderTargetResource.
◆ GetSizeZ()
| uint32 FTexture::GetSizeZ |
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const |
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◆ GetTextureRHI()
◆ operator=() [1/2]
◆ operator=() [2/2]
◆ ReleaseRHI()
| void FTexture::ReleaseRHI |
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overridevirtual |
Releases the RHI resources used by this resource. Called when leaving the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.
Reimplemented from FRenderResource.
Reimplemented in FStreamableTextureResource, FSkyTextureCubeResource, FReflectionTextureCubeResource, FTextureCubeResource, FTextureCubeArrayResource, FSlateTextureRenderTarget2DResource, FTextureRenderTarget2DArrayResource, FTextureRenderTargetVolumeResource, FVirtualTexture2DResource, FTexture2DDynamicResource, FTextureRenderTarget2DResource, FTextureRenderTargetCubeResource, FMediaTextureResource, FBlackTextureWithSRV, FTextureWithSRV, FSlateFontTextureRHIResource, and FWebBrowserTextureResource.
◆ bGreyScaleFormat
bGreyScaleFormat indicates the texture is actually in R channel but should be read as Grey (replicate R to RGBA) this is set from CompressionSettings, not PixelFormat this is only used by Editor/Debug shaders, not real game materials, which use SamplerType from MaterialExpressions
◆ bIgnoreGammaConversions
| bool FTexture::bIgnoreGammaConversions = false |
true if the texture is in the same gamma space as the intended rendertarget (e.g. screenshots). The texture will have sRGB==false and bIgnoreGammaConversions==true, causing a non-sRGB texture lookup and no gamma-correction in the shader.
This was only ever checked in the Canvas renderer, not the standard Material shader path. It is no longer set or checked.
◆ bSRGB
Is the pixel data in this texture sRGB?
◆ DeferredPassSamplerStateRHI
Sampler state to be used in deferred passes when discontinuities in ddx / ddy would cause too blurry of a mip to be used.
◆ LastRenderTime
The last time the texture has been bound
◆ MipBiasFade
Base values for fading in/out mip-levels.
◆ SamplerStateRHI
The sampler state to use for the texture.
◆ TextureRHI
The texture's RHI resource.
The documentation for this class was generated from the following files: