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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class Texture2D extends Texture native hidecategories(Object); /** * A mip-map of the texture. */ struct native Texture2DMipMap { var native TextureMipBulkData_Mirror Data{FTextureMipBulkData}; var native int SizeX; var native int SizeY; structcpptext { /** * Special serialize function passing the owning UObject along as required by FUnytpedBulkData * serialization. * * @param Ar Archive to serialize with * @param Owner UObject this structure is serialized within * @param MipIdx Current mip being serialized */ void Serialize( FArchive& Ar, UObject* Owner, INT MipIdx ); } }; /** The texture's mip-map data. */ var native const IndirectArray_Mirror Mips{TIndirectArray<FTexture2DMipMap>}; /** The width of the texture. */ var const int SizeX; /** The height of the texture. */ var const int SizeY; /** The format of the texture data. */ var const EPixelFormat Format; /** The addressing mode to use for the X axis. */ var() TextureAddress AddressX; /** The addressing mode to use for the Y axis. */ var() TextureAddress AddressY; /** Whether the texture is currently streamable or not. */ var transient const bool bIsStreamable; /** Whether the current texture mip change request is pending cancelation. */ var transient const bool bHasCancelationPending; /** * Whether the texture has been loaded from a persistent archive. We keep track of this in order to not stream * textures that are being re-imported over as they will have a linker but won't have been serialized from disk * and are therefore not streamable. */ var transient const bool bHasBeenLoadedFromPersistentArchive; /** Override whether to fully stream even if texture hasn't been rendered. */ var transient bool bForceMiplevelsToBeResident; /** Global/ serialized version of ForceMiplevelsToBeResident. */ var() const bool bGlobalForceMipLevelsToBeResident; /** If > 0 overrides texture to fully stream in. Time is decremented by streaming code. */ var transient float TimeToForceMipLevelsToBeResident; /** Name of texture file cache texture mips are stored in, NAME_None if it is not part of one. */ var name TextureFileCacheName; /** Number of miplevels the texture should have resident. */ var transient const int RequestedMips; /** Number of miplevels currently resident. */ var transient const int ResidentMips; /** * Thread safe counter indicating status of mip change request. The below defines are mirrored in UnTex.h. * * >= 3 == TEXTURE_STATUS_REQUEST_IN_FLIGHT - a request has been kicked off and is in flight * == 2 == TEXTURE_READY_FOR_FINALIZATION - initial request has completed and finalization needs to be kicked off * == 1 == TEXTURE_FINALIZATION_IN_PROGRESS - finalization has been kicked off and is in progress * == 0 == TEXTURE_READY_FOR_REQUESTS - there are no pending requests/ all requests have been fulfilled * == -1 == TEXTURE_PENDING_INITIALIZATION - the renderer hasn't created the resource yet */ var native transient const ThreadSafeCounter PendingMipChangeRequestStatus{mutable FThreadSafeCounter}; /** * Mirror helper structure for linked list of texture objects. The linked list should NOT be traversed by the * garbage collector, which is why Element is declared as a pointer. */ struct TextureLinkedListMirror { var native const POINTER Element; var native const POINTER Next; var native const POINTER PrevLink; }; /** This texture's link in the global streamable texture list. */ var private{private} native const duplicatetransient noimport TextureLinkedListMirror StreamableTexturesLink{TLinkedList<UTexture2D*>}; /** * Keep track of the first mip level stored in the packed miptail. * it's set to highest mip level if no there's no packed miptail */ var const int MipTailBaseIdx; /** memory used for directly loading bulk mip data */ var private const native transient pointer ResourceMem{FTexture2DResourceMem}; /** keep track of first mip level used for ResourceMem creation */ var private const native transient int FirstResourceMemMip; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { Name="Default__Texture2D" ObjectArchetype=Texture'Engine.Default__Texture' } |
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