Infrastructure to load images into the ecs.
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#include <FrameProcessing.h>
Infrastructure to load images into the ecs.
Definition at line 41 of file FrameProcessing.h.
◆ TextureAssetPipeline()
◆ discardPendingWork()
| void Engine::Ecs::TextureAssetPipeline::discardPendingWork |
( |
| ) |
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◆ getPendingCount()
| size_t Engine::Ecs::TextureAssetPipeline::getPendingCount |
( |
| ) |
const |
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inline |
◆ loadImageData()
| void Engine::Ecs::TextureAssetPipeline::loadImageData |
( |
bool | async = true | ) |
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private |
◆ processKtx2Textures()
| void Engine::Ecs::TextureAssetPipeline::processKtx2Textures |
( |
bool | async = true | ) |
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private |
◆ requestExrHeaders()
| void Engine::Ecs::TextureAssetPipeline::requestExrHeaders |
( |
bool | async = true | ) |
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private |
◆ retrieveImageData()
| void Engine::Ecs::TextureAssetPipeline::retrieveImageData |
( |
bool | async = true | ) |
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private |
◆ setMaxTexturesPerFrame()
| void Engine::Ecs::TextureAssetPipeline::setMaxTexturesPerFrame |
( |
size_t | max | ) |
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inline |
Sets the maximum number of textures to process per frame.
- Parameters
-
| max | Maximum textures to process in retrieveImageData per tick |
Definition at line 71 of file FrameProcessing.h.
References maxTexturesPerFrame_.
◆ setRenderingDataManager()
| void Engine::Ecs::TextureAssetPipeline::setRenderingDataManager |
( |
Engine::Core::RenderingDataManager * | renderingDataManager | ) |
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inline |
Sets the RenderingDataManager to notify when textures are loaded.
- Parameters
-
| renderingDataManager | Pointer to the RenderingDataManager |
Definition at line 65 of file FrameProcessing.h.
References renderingDataManager_.
◆ submitAsset()
| void Engine::Ecs::TextureAssetPipeline::submitAsset |
( |
const std::filesystem::path & | asset | ) |
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submit the path to an asset relative from the executable to load
- Parameters
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| asset | relative path to the texture |
◆ tick()
| void Engine::Ecs::TextureAssetPipeline::tick |
( |
bool | async = true | ) |
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Advances the state machine for the entire pipeline.
- Parameters
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| async | Whether to run steps asynchronously |
◆ assetLoaderPool_
| NamedThreadPool* Engine::Ecs::TextureAssetPipeline::assetLoaderPool_ = nullptr |
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private |
◆ assetQueue_
| std::vector<std::filesystem::path> Engine::Ecs::TextureAssetPipeline::assetQueue_ |
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private |
◆ exrHeaderFutures_
| std::vector<ExrHeaderFuture> Engine::Ecs::TextureAssetPipeline::exrHeaderFutures_ |
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private |
◆ imageFutures_
◆ ktx2LoadFutures_
| std::vector<Ktx2LoadFuture> Engine::Ecs::TextureAssetPipeline::ktx2LoadFutures_ |
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private |
◆ ktx2Queue_
| std::vector<std::filesystem::path> Engine::Ecs::TextureAssetPipeline::ktx2Queue_ |
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private |
◆ maxTexturesPerFrame_
| size_t Engine::Ecs::TextureAssetPipeline::maxTexturesPerFrame_ = 16 |
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private |
◆ renderingDataManager_
| Core::RenderingDataManager* Engine::Ecs::TextureAssetPipeline::renderingDataManager_ = nullptr |
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private |
◆ textureAssetManager_
The documentation for this class was generated from the following file: