RenderTargetDepth class
Base classes
- class TextureData
Constructors, destructors, conversion operators
- RenderTargetDepth()
- RenderTargetDepth(const TextureData&, u32, u32)
Public functions
- void onApplyTextureData_()
- void initRegs_(u32) const
- void setMipLevelNum_(s32, bool)
- auto getMinSlice_() const -> u16
- void getTextureFormatName() const
- auto calcMipByteSize(u32) const -> u32
- auto isCompressedFormat() const -> bool
- auto isRenderTargetCompressAvailable() const -> bool
- auto isDepthFormat() const -> bool
- auto hasStencil() const -> bool
- void invalidateCPUCache()
- void flushCPUCache() const
-
void setDebugLabel(const sead::
SafeString& debug_label) - void getDebugLabel() const
Function documentation
void agl:: RenderTargetDepth:: setMipLevelNum_(s32,
bool)
#include <common/aglTextureData.h>
u16 agl:: RenderTargetDepth:: getMinSlice_() const
#include <common/aglTextureData.h>
void agl:: RenderTargetDepth:: getTextureFormatName() const
#include <common/aglTextureData.h>
u32 agl:: RenderTargetDepth:: calcMipByteSize(u32) const
#include <common/aglTextureData.h>
bool agl:: RenderTargetDepth:: isCompressedFormat() const
#include <common/aglTextureData.h>
bool agl:: RenderTargetDepth:: isRenderTargetCompressAvailable() const
#include <common/aglTextureData.h>
bool agl:: RenderTargetDepth:: isDepthFormat() const
#include <common/aglTextureData.h>
bool agl:: RenderTargetDepth:: hasStencil() const
#include <common/aglTextureData.h>
void agl:: RenderTargetDepth:: invalidateCPUCache()
#include <common/aglTextureData.h>
void agl:: RenderTargetDepth:: flushCPUCache() const
#include <common/aglTextureData.h>
void agl:: RenderTargetDepth:: setDebugLabel(const sead:: SafeString& debug_label)
#include <common/aglTextureData.h>
void agl:: RenderTargetDepth:: getDebugLabel() const
#include <common/aglTextureData.h>