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score::gfx::VideoOwnTexture Class Reference
The decoded frame, converted to RGBA into a texture of the renderer's own. More...
Detailed Description
The decoded frame, converted to RGBA into a texture of the renderer's own.
A video renderer otherwise only ever draws its conversion into its consumers' render targets, which an input sampling the producer's texture (STATIC, see outputGrabbedBySink) does not have. Sized like the frame, RGBA8 for SDR output and RGBA16F for the HDR and linear ones.
Public Member Functions | |
| QRhiTexture * | texture () const noexcept |
| void | update (RenderList &renderer, QRhiResourceUpdateBatch &res, const Port &output, const Video::ImageFormat &format, const VideoMaterialUBO &material, const QShader &vertex, const QShader &fragment, QRhiBuffer *processUBO, std::span< const Sampler > samplers) |
| void | render (RenderList &renderer, QRhiCommandBuffer &cb, QRhiResourceUpdateBatch *&res, const MeshBuffers &mesh) |
| Draws the frame into the texture, once per frame. | |
| void | releasePipeline () |
| The decoder's samplers were rebuilt. | |
| void | release () |
Member Function Documentation
◆ update()
| void score::gfx::VideoOwnTexture::update | ( | RenderList & | renderer, |
| QRhiResourceUpdateBatch & | res, | ||
| const Port & | output, | ||
| const Video::ImageFormat & | format, | ||
| const VideoMaterialUBO & | material, | ||
| const QShader & | vertex, | ||
| const QShader & | fragment, | ||
| QRhiBuffer * | processUBO, | ||
| std::span< const Sampler > | samplers | ||
| ) |
(Re)allocates the target and pipeline when output has such an input, frees them when it no longer has, and uploads material.
The documentation for this class was generated from the following files:
- VideoNodeRenderer.hpp
- VideoNodeRenderer.cpp