//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsVulkanPrerequisites.h" #include "BsTexture.h" namespace BansheeEngine { /** @addtogroup Vulkan * @{ */ /** Vulkan implementation of a texture. */ class VulkanTextureCore : public TextureCore { public: ~VulkanTextureCore(); protected: friend class VulkanTextureCoreManager; VulkanTextureCore(const TEXTURE_DESC& desc, const SPtr& initialData, GpuDeviceFlags deviceMask); /** @copydoc CoreObjectCore::initialize() */ void initialize() override; /** @copydoc TextureCore::lockImpl */ PixelData lockImpl(GpuLockOptions options, UINT32 mipLevel = 0, UINT32 face = 0) override; /** @copydoc TextureCore::unlockImpl */ void unlockImpl() override; /** @copydoc TextureCore::copyImpl */ void copyImpl(UINT32 srcFace, UINT32 srcMipLevel, UINT32 destFace, UINT32 destMipLevel, const SPtr& target) override; /** @copydoc TextureCore::readData */ void readData(PixelData& dest, UINT32 mipLevel = 0, UINT32 face = 0) override; /** @copydoc TextureCore::writeData */ void writeData(const PixelData& src, UINT32 mipLevel = 0, UINT32 face = 0, bool discardWholeBuffer = false) override; protected: }; /** @} */ }