#include <VirtualTextureBuiltData.h>
◆ FVirtualTextureBuiltData()
| FVirtualTextureBuiltData::FVirtualTextureBuiltData |
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inline |
◆ GetChunkIndex()
| int32 FVirtualTextureBuiltData::GetChunkIndex |
( |
uint8 |
vLevel | ) |
const |
Return the index of the chunk that contains the given mip level. Returns -1 if the mip level doesn't exist.
◆ GetDiskMemoryFootprint()
| uint64 FVirtualTextureBuiltData::GetDiskMemoryFootprint |
( |
| ) |
const |
◆ GetHeightInTiles()
| uint32 FVirtualTextureBuiltData::GetHeightInTiles |
( |
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const |
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inline |
◆ GetMemoryFootprint()
| uint32 FVirtualTextureBuiltData::GetMemoryFootprint |
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const |
◆ GetNumLayers()
| uint32 FVirtualTextureBuiltData::GetNumLayers |
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const |
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inline |
◆ GetNumMips()
| uint32 FVirtualTextureBuiltData::GetNumMips |
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const |
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inline |
◆ GetNumTileHeaders()
| uint32 FVirtualTextureBuiltData::GetNumTileHeaders |
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const |
◆ GetPhysicalTileSize()
| uint32 FVirtualTextureBuiltData::GetPhysicalTileSize |
( |
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const |
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inline |
◆ GetTileMemoryFootprint()
| uint32 FVirtualTextureBuiltData::GetTileMemoryFootprint |
( |
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const |
◆ GetTileOffset()
Return the byte offset of a tile within a chunk. Returns ~0u if the tile doesn't exist.
◆ GetWidthInTiles()
| uint32 FVirtualTextureBuiltData::GetWidthInTiles |
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| ) |
const |
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inline |
◆ IsInitialized()
| bool FVirtualTextureBuiltData::IsInitialized |
( |
| ) |
const |
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inline |
◆ IsValidAddress()
| bool FVirtualTextureBuiltData::IsValidAddress |
( |
uint32 |
vLevel, |
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uint32 |
vAddress |
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) |
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Returns false if the address isn't inside the texture bounds.
◆ Serialize()
◆ ValidateData()
| bool FVirtualTextureBuiltData::ValidateData |
( |
FStringView const & |
InDDCDebugContext, |
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bool |
bValidateCompression |
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) |
| const |
Validates the VT data If bValidateCompression is true, attempts to decompress every VT tile, to verify data is valid. This will be very slow
◆ BaseOffsetPerMip
Base offset in chunk for the mip.
◆ ChunkIndexPerMip
Chunk index that contains the mip.
◆ Chunks
Tile data is packed into separate chunks, typically there is 1 mip level in each chunk for high resolution mips. After a certain threshold, all remaining low resolution mips will be packed into one final chunk.
◆ Height
| uint32 FVirtualTextureBuiltData::Height |
◆ HeightInBlocks
| uint32 FVirtualTextureBuiltData::HeightInBlocks |
◆ LayerFallbackColors
The fallback color to use for each layer. This color is used whenever we need to sample the VT but have not yet streamed the root pages.
◆ LayerTypes
The pixel format output of the data for each layer. The actual data may still be compressed but will decompress to this pixel format (e.g. zipped DXT5 data).
◆ NumLayers
| uint32 FVirtualTextureBuiltData::NumLayers |
◆ NumMips
| uint32 FVirtualTextureBuiltData::NumMips |
◆ TileBorderSize
| uint32 FVirtualTextureBuiltData::TileBorderSize |
◆ TileDataOffsetPerLayer
| TArray<uint32> FVirtualTextureBuiltData::TileDataOffsetPerLayer |
Per layer tile data offset in bytes. This is empty if compression (zlib etc) is used, since in that case offsets will vary per tile. Each value is the sum of the packed tile data sizes for the current and the preceding layers.
◆ TileIndexPerChunk
Index of the first tile within each chunk
◆ TileIndexPerMip
Index of the first tile within each mip level
◆ TileOffsetData
Holds the tile to chunk offset lookup data. One array entry per mip level.
◆ TileOffsetInChunk
Info for the tiles organized per level. Within a level tile info is organized in Morton order. This is in Morton order which can waste a lot of space in this array for non-square images e.g.:
- An 8x1 tile image will allocate 8x4 indexes in this array.
- An 1x8 tile image will allocate 8x8 indexes in this array.
◆ TileSize
| uint32 FVirtualTextureBuiltData::TileSize |
◆ Width
| uint32 FVirtualTextureBuiltData::Width |
◆ WidthInBlocks
| uint32 FVirtualTextureBuiltData::WidthInBlocks |
The documentation for this struct was generated from the following files: