A render buffer is a handle to a data resource that can be rendered into, such as a 2d image for a draw target or auxiliary rendering output.
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HD_API | HdRenderBuffer (SdfPath const &id) |
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HD_API HdDirtyBits | GetInitialDirtyBitsMask () const override |
| Get initial invalidation state.
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HD_API void | Sync (HdSceneDelegate *sceneDelegate, HdRenderParam *renderParam, HdDirtyBits *dirtyBits) override |
| Get allocation information from the scene delegate.
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HD_API void | Finalize (HdRenderParam *renderParam) override |
| Deallocate before deletion.
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HD_API | HdBprim (SdfPath const &id) |
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SdfPath const & | GetId () const |
| Returns the identifier by which this buffer is known.
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virtual void | Sync (HdSceneDelegate *sceneDelegate, HdRenderParam *renderParam, HdDirtyBits *dirtyBits)=0 |
| Synchronizes state from the delegate to this object.
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virtual HD_API void | Finalize (HdRenderParam *renderParam) |
| Finalizes object resources.
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virtual HdDirtyBits | GetInitialDirtyBitsMask () const =0 |
| Returns the minimal set of dirty bits to place in the change tracker for use in the first sync of this prim.
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virtual bool | Allocate (GfVec3i const &dimensions, HdFormat format, bool multiSampled)=0 |
| Allocate a buffer.
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virtual unsigned int | GetWidth () const =0 |
| Get the buffer's width.
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virtual unsigned int | GetHeight () const =0 |
| Get the buffer's height.
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virtual unsigned int | GetDepth () const =0 |
| Get the buffer's depth.
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virtual HdFormat | GetFormat () const =0 |
| Get the buffer's per-pixel format.
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virtual bool | IsMultiSampled () const =0 |
| Get whether the buffer is multisampled.
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virtual void * | Map ()=0 |
| Map the buffer for reading.
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virtual void | Unmap ()=0 |
| Unmap the buffer. It is no longer safe to read from the buffer.
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virtual bool | IsMapped () const =0 |
| Return whether the buffer is currently mapped by anybody.
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virtual void | Resolve ()=0 |
| Resolve the buffer so that reads reflect the latest writes.
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virtual bool | IsConverged () const =0 |
| Return whether the buffer is converged (whether the renderer is still adding samples or not).
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virtual VtValue | GetResource (bool multiSampled) const |
| This optional API returns a (type-erased) resource that backs this render buffer.
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virtual void | _Deallocate ()=0 |
| Deallocate the buffer, freeing any owned resources.
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A render buffer is a handle to a data resource that can be rendered into, such as a 2d image for a draw target or auxiliary rendering output.
The render buffer can be used as an indexed prim, in which case it communicates with the scene delegate to get buffer properties, or it can be created out of band and supplied directly with allocation parameters.
Render buffers can be targeted by render passes. They also contain mapping functionality for reading and writing buffer data.
Definition at line 49 of file renderBuffer.h.