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HardwarePixelBuffer should be independent of Texture #573

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paroj opened this issue Nov 18, 2017 · 0 comments
Open

HardwarePixelBuffer should be independent of Texture #573

paroj opened this issue Nov 18, 2017 · 0 comments

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@paroj
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paroj commented Nov 18, 2017

just as HardwareVertexBuffer is independent of a Mesh. This will allow using them for staging data uploads to GPU which can be used for Texture Streaming in a pipeline.

currently a HardwarePixelBuffer only exists as part of Texture. As Textures do have no notion of shadowing, PixelBuffers are always unshadowed.

add explicit

  • HardwarePixelBufferPtr Texture::download() -> UNPACK_BUFFER
  • Texture::upload(HardwarePixelBufferPtr)
  • HardwareBufferManager::createPixelBuffer -> PACK_BUFFER
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