Defines the sparse texture memory binding range. More...
#include <DeviceContext.h>
Public Attributes | |
Uint32 | MipLevel = 0 |
Mip level that contains the region to bind. | |
Uint32 | ArraySlice = 0 |
Texture array slice index. | |
Box | Region = {} |
Region in pixels where to bind/unbind memory. | |
Uint64 | OffsetInMipTail = 0 |
Offset in mip tail in bytes. | |
Uint64 | MemorySize = 0 |
Size of the memory that will be bound/unbound to this Region. | |
Uint64 | MemoryOffset = 0 |
Memory range offset in the pMemory . | |
IDeviceMemory * | pMemory = nullptr |
Pointer to the memory object. | |
Defines the sparse texture memory binding range.
This structure is used by SparseTextureMemoryBind.
Uint64 Diligent::SparseTextureMemoryBindRange::MemoryOffset = 0 |
Memory range offset in the pMemory
.
Must be a multiple of the SparseTextureProperties::BlockSize.
Uint64 Diligent::SparseTextureMemoryBindRange::MemorySize = 0 |
Size of the memory that will be bound/unbound to this Region.
Memory size must be equal to the number of tiles in Region multiplied by the sparse memory block size. It must be a multiple of the SparseTextureProperties::BlockSize.
Uint32 Diligent::SparseTextureMemoryBindRange::MipLevel = 0 |
Mip level that contains the region to bind.
Uint64 Diligent::SparseTextureMemoryBindRange::OffsetInMipTail = 0 |
Offset in mip tail in bytes.
When mip tail consists of multiple memory blocks, this member defines the starting offset to bind/unbind memory in the tail. If MipLevel
is less than SparseTextureProperties::FirstMipInTail, this field is ignored and Region
is used.
IDeviceMemory* Diligent::SparseTextureMemoryBindRange::pMemory = nullptr |
Pointer to the memory object.
If non-null, the memory will be bound to Region; otherwise the memory will be unbound.
Box Diligent::SparseTextureMemoryBindRange::Region = {} |
Region in pixels where to bind/unbind memory.
Must be a multiple of SparseTextureProperties::TileSize.
If MipLevel
is equal to SparseTextureProperties::FirstMipInTail, this field is ignored and OffsetInMipTail
is used instead.
If Region
contains multiple tiles, they are bound in the row-major order.