Struct glium::texture::ResidentTexture
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[src]
pub struct ResidentTexture {
// some fields omitted
}A texture that is resident in video memory. This allows you to use bindless textures in your shaders.
Methods
impl ResidentTexture
fn new(texture: TextureAny) -> Result<ResidentTexture, BindlessTexturesNotSupportedError>
Takes ownership of the given texture and makes it resident.
fn into_inner(self) -> TextureAny
Unwraps the texture and restores it.
Methods from Deref<Target=TextureAny>
fn get_width(&self) -> u32
Returns the width of the texture.
fn get_height(&self) -> Option<u32>
Returns the height of the texture.
fn get_depth(&self) -> Option<u32>
Returns the depth of the texture.
fn get_array_size(&self) -> Option<u32>
Returns the array size of the texture.
fn get_mipmap_levels(&self) -> u32
Returns the number of mipmap levels of the texture.
fn get_texture_type(&self) -> Dimensions
Returns the type of the texture (1D, 2D, 3D, etc.).
fn get_internal_format(&self) -> Result<InternalFormat, GetFormatError>
Determines the internal format of this texture.
fn mipmap(&self, layer: u32, level: u32) -> Option<TextureAnyMipmap>
Returns a structure that represents a specific mipmap of the texture.
Returns None if out of range.