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dynamicUvTextureImplementation.h
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1 //
2 // Copyright 2020 Pixar
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5 // with the following modification; you may not use this file except in
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24 #ifndef PXR_IMAGING_HD_ST_DYNAMIC_UV_TEXTURE_IMPLEMENTATION_H
25 #define PXR_IMAGING_HD_ST_DYNAMIC_UV_TEXTURE_IMPLEMENTATION_H
26 
27 #include "pxr/pxr.h"
28 
30 
32 
33 /// \class HdStDynamicUvTextureImplementation
34 ///
35 /// Allows external clients to specify how a UV texture is loaded from, e.g.,
36 /// a file and how it is committed to the GPU.
37 ///
39 {
40 public:
41  /// Called during the load phase of the Storm texture system
42  /// when a texture file is supposed to be loaded to the CPU.
43  ///
44  /// This method has to be thread-safe.
45  ///
46  virtual void Load(HdStDynamicUvTextureObject *textureObject) = 0;
47 
48  /// Called during the commit phase of the Storm texture system
49  /// when the CPU texture is committed to the GPU.
50  virtual void Commit(HdStDynamicUvTextureObject *textureObject) = 0;
51 
52  /// Queried by, e.g., the material system to determine whether
53  /// to use, e.g., the fallback value of a texture node.
54  virtual bool IsValid(const HdStDynamicUvTextureObject *textureObject) = 0;
55 };
56 
58 
59 #endif
virtual void Load(HdStDynamicUvTextureObject *textureObject)=0
virtual void Commit(HdStDynamicUvTextureObject *textureObject)=0
PXR_NAMESPACE_CLOSE_SCOPE PXR_NAMESPACE_OPEN_SCOPE
Definition: path.h:1375
#define PXR_NAMESPACE_CLOSE_SCOPE
Definition: pxr.h:91
virtual bool IsValid(const HdStDynamicUvTextureObject *textureObject)=0