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hub / github.com/NVIDIAGameWorks/Falcor / createTexture2D

Method createTexture2D

Source/Falcor/Core/API/Device.cpp:819–832  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

817}
818
819ref<Texture> Device::createTexture2D(
820 uint32_t width,
821 uint32_t height,
822 ResourceFormat format,
823 uint32_t arraySize,
824 uint32_t mipLevels,
825 const void* pInitData,
826 ResourceBindFlags bindFlags
827)
828{
829 return make_ref<Texture>(
830 ref<Device>(this), Resource::Type::Texture2D, format, width, height, 1, arraySize, mipLevels, 1, bindFlags, pInitData
831 );
832}
833
834ref<Texture> Device::createTexture3D(
835 uint32_t width,

Callers 15

executeMethod · 0.80
allocatePrevColorMethod · 0.80
SplitScreenPassMethod · 0.80
createResourcesMethod · 0.80
DLSSPassMethod · 0.80
initializeDLSSMethod · 0.80
prepareAccumulationMethod · 0.80
executeMethod · 0.80
prepareResourcesMethod · 0.80
preparePostFXMethod · 0.80

Calls

no outgoing calls

Tested by 6

captureOutputMethod · 0.64
testReductionFunction · 0.64
GPU_TESTFunction · 0.64
testDDSFunction · 0.64
GPU_TESTFunction · 0.64
testBlitFunction · 0.64