ResTexture class
Base classes
-
template<typename T>class nn::util::AccessorBase<ResTextureData>
Public types
- using value_type = ResTextureData
Public static variables
- static const int Signature
Public static functions
-
static auto ToAccessor(value_
type*) -> ResTexture* -
static auto ToAccessor(value_
type&) -> ResTexture& -
static auto ToAccessor(const value_
type*) -> const ResTexture* -
static auto ToAccessor(const value_
type&) -> const ResTexture&
Public functions
- auto GetTextureInfo() -> TextureInfo*
- auto GetTextureInfo() const -> const TextureInfo*
-
auto GetTexture() -> detail::
Caster<void> -
auto GetTexture() const -> detail::
Caster<const void> -
auto GetTextureView() -> detail::
Caster<void> -
auto GetTextureView() const -> detail::
Caster<const void> - auto GetName() const -> const char*
-
auto GetDataSize() const -> size_
t - auto GetUserData(int) -> ResUserData*
- auto GetUserData(int) const -> const ResUserData*
-
auto GetUserDataDic() const -> const nn::
util:: ResDic* - void SetUserDescriptorSlot(const DescriptorSlot&)
- void GetUserDescriptorSlot(DescriptorSlot*) const
- auto ToData() -> ResTextureData&
- auto ToData() const -> const ResTextureData&
Typedef documentation
using nn:: gfx:: ResTexture:: value_type = ResTextureData
#include <nn/util/AccessorBase.h>
Function documentation
ResTextureData& nn:: gfx:: ResTexture:: ToData()
#include <nn/util/AccessorBase.h>
const ResTextureData& nn:: gfx:: ResTexture:: ToData() const
#include <nn/util/AccessorBase.h>