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Engine²
Open-source game engine written in C++.
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This is the complete list of members for Graphic::Resource::Texture, including all inherited members.
| _BuildDescriptor(std::string_view name, const Image &image) | Graphic::Resource::Texture | inlineprivatestatic |
| _defaultView | Graphic::Resource::Texture | private |
| _GetBytesPerPixel() const | Graphic::Resource::Texture | inlineprivate |
| _name | Graphic::Resource::Texture | private |
| _ownsResources | Graphic::Resource::Texture | private |
| _webgpuTexture | Graphic::Resource::Texture | private |
| CreateView(const wgpu::TextureViewDescriptor &descriptor) const | Graphic::Resource::Texture | inline |
| GetDefaultView() const | Graphic::Resource::Texture | inline |
| GetSize() const | Graphic::Resource::Texture | inline |
| operator=(const Texture &)=delete | Graphic::Resource::Texture | |
| operator=(Texture &&other) noexcept | Graphic::Resource::Texture | inline |
| OwnsResources() const | Graphic::Resource::Texture | inline |
| ReleaseOwnership() | Graphic::Resource::Texture | inline |
| RetrieveImage(const DeviceContext &deviceContext, const Queue &queue) const | Graphic::Resource::Texture | inline |
| TakeOwnership() | Graphic::Resource::Texture | inline |
| Texture(std::string_view name, wgpu::Texture texture, bool ownsResources=true) | Graphic::Resource::Texture | inline |
| Texture(const DeviceContext &deviceContext, const wgpu::TextureDescriptor &descriptor) | Graphic::Resource::Texture | inline |
| Texture(const DeviceContext &deviceContext, const Queue &queue, std::string_view name, const Image &image) | Graphic::Resource::Texture | inline |
| Texture(const DeviceContext &deviceContext, const Queue &queue, std::string_view name, const glm::uvec2 &size, const std::function< glm::u8vec4(glm::uvec2 pos)> &callback) | Graphic::Resource::Texture | inline |
| Texture(const Texture &)=delete | Graphic::Resource::Texture | |
| Texture(Texture &&other) noexcept | Graphic::Resource::Texture | inline |
| Texture(void)=default | Graphic::Resource::Texture | private |
| Write(const DeviceContext &deviceContext, const Image &image, const Queue &queue) | Graphic::Resource::Texture | inline |
| ~Texture() | Graphic::Resource::Texture | inline |