175 lines
9.4 KiB
XML
175 lines
9.4 KiB
XML
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
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<doc>
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<members>
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<assembly>
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<name>UnityEngine.VirtualTexturingModule</name>
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</assembly>
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<member name="T:UnityEngine.Rendering.VirtualTexturing.FilterMode">
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<summary>
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<para>Filtering modes available in the virtual texturing system.</para>
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</summary>
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</member>
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<member name="F:UnityEngine.Rendering.VirtualTexturing.FilterMode.Bilinear">
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<summary>
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<para>Bilinear filtering.</para>
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</summary>
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</member>
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<member name="F:UnityEngine.Rendering.VirtualTexturing.FilterMode.Trilinear">
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<summary>
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<para>Trilinear filtering.</para>
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</summary>
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</member>
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<member name="T:UnityEngine.Rendering.VirtualTexturing.GPUCacheSetting">
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<summary>
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<para>Settings for a virtual texturing GPU cache.</para>
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</summary>
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</member>
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<member name="F:UnityEngine.Rendering.VirtualTexturing.GPUCacheSetting.format">
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<summary>
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<para>Format of the cache these settings are applied to.</para>
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</summary>
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</member>
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<member name="F:UnityEngine.Rendering.VirtualTexturing.GPUCacheSetting.sizeInMegaBytes">
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<summary>
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<para>Size in MegaBytes of the cache created with these settings.</para>
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</summary>
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</member>
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<member name="T:UnityEngine.Rendering.VirtualTexturing.Procedural">
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<summary>
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<para>Static class representing the Procedural Virtual Texturing system. Unity does not currently support this system.</para>
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</summary>
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</member>
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<member name="T:UnityEngine.Rendering.VirtualTexturing.Resolver">
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<summary>
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<para>Class responsable for virtual texturing feedback analysis.</para>
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</summary>
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</member>
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<member name="M:UnityEngine.Rendering.VirtualTexturing.Resolver.#ctor">
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<summary>
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<para>Create a new VirtualTextureResolver object.</para>
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</summary>
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</member>
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<member name="P:UnityEngine.Rendering.VirtualTexturing.Resolver.CurrentHeight">
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<summary>
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<para>>Height of the texture that the internal buffers can hold.</para>
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</summary>
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</member>
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<member name="P:UnityEngine.Rendering.VirtualTexturing.Resolver.CurrentWidth">
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<summary>
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<para>Width of the texture that the internal buffers can hold.</para>
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</summary>
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</member>
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<member name="M:UnityEngine.Rendering.VirtualTexturing.Resolver.Dispose">
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<summary>
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<para>Disposes this object.</para>
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</summary>
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</member>
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<member name="M:UnityEngine.Rendering.VirtualTexturing.Resolver.Process(UnityEngine.Rendering.CommandBuffer,UnityEngine.Rendering.RenderTargetIdentifier,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
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<summary>
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<para>Process the passed in feedback texture.</para>
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</summary>
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<param name="cmd">The commandbuffer used to schedule processing.</param>
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<param name="rt">Texture containing the feedback data.</param>
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<param name="x">X position of the subrect that is processed.</param>
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<param name="width">Width of the subrect that is processed.</param>
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<param name="y">Y position of the subrect that is processed.</param>
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<param name="height">Height of the subrect that is processed.</param>
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<param name="mip">Miplevel of the texture to process.</param>
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<param name="slice">Arrayslice of the texture to process.</param>
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</member>
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<member name="M:UnityEngine.Rendering.VirtualTexturing.Resolver.Process(UnityEngine.Rendering.CommandBuffer,UnityEngine.Rendering.RenderTargetIdentifier)">
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<summary>
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<para>Process the passed in feedback texture.</para>
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</summary>
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<param name="cmd">The commandbuffer used to schedule processing.</param>
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<param name="rt">Texture containing the feedback data.</param>
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<param name="x">X position of the subrect that is processed.</param>
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<param name="width">Width of the subrect that is processed.</param>
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<param name="y">Y position of the subrect that is processed.</param>
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<param name="height">Height of the subrect that is processed.</param>
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<param name="mip">Miplevel of the texture to process.</param>
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<param name="slice">Arrayslice of the texture to process.</param>
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</member>
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<member name="M:UnityEngine.Rendering.VirtualTexturing.Resolver.UpdateSize(System.Int32,System.Int32)">
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<summary>
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<para>Update the internal buffers.</para>
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</summary>
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<param name="width">Width of the texture passed in during Process.</param>
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<param name="height">Height of the texture passed in during Process.</param>
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</member>
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<member name="T:UnityEngine.Rendering.VirtualTexturing.Streaming">
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<summary>
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<para>Static class representing the Streaming Virtual Texturing system.</para>
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</summary>
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</member>
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<member name="M:UnityEngine.Rendering.VirtualTexturing.Streaming.EnableMipPreloading(System.Int32,System.Int32)">
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<summary>
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<para>Enables mipmap level preloading used by Streaming Virtual Texturing.</para>
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</summary>
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<param name="texturesPerFrame">Number of textures per frame to process. The range is 0 through 1024. The default is 0. A number of 0 disables preloading. The higher this number, the more CPU resource will be used on the render thread.</param>
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<param name="mipCount">The number of mipmap levels to preload. The range is 1 through 9. The default is 1, which preloads only the highest mipmap level with the smallest size of 128 by 128 pixels. This is the size of the Streaming Virtual Texturing tile.</param>
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</member>
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<member name="M:UnityEngine.Rendering.VirtualTexturing.Streaming.GetCPUCacheSize">
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<summary>
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<para>Gets the CPU cache size (in MegaBytes) used by Streaming Virtual Texturing.</para>
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</summary>
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</member>
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<member name="M:UnityEngine.Rendering.VirtualTexturing.Streaming.GetGPUCacheSettings">
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<summary>
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<para>Gets the GPU cache settings used by Streaming Virtual Texturing.</para>
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</summary>
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</member>
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<member name="M:UnityEngine.Rendering.VirtualTexturing.Streaming.GetTextureStackSize(UnityEngine.Material,System.Int32,System.Int32&,System.Int32&)">
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<summary>
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<para>Gets the width and height of a Virtual Texture Stack, in pixels.</para>
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</summary>
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<param name="mat">The Material that contains the Virtual Texture Stack. The Virtual Texture Stacks contained in a Material are declared in the Material's Shader.</param>
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<param name="stackNameId">The unique identifier for the name of the Virtual Texture Stack, as declared in the Shader. To find the identifier for a given Shader property name, use Shader.PropertyToID.</param>
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<param name="width">Unity populates width with the width of the Virtual Texture Stack, in pixels.</param>
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<param name="height">Unity populates height with the height of the Virtual Texture Stack, in pixels.</param>
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</member>
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<member name="M:UnityEngine.Rendering.VirtualTexturing.Streaming.RequestRegion(UnityEngine.Material,System.Int32,UnityEngine.Rect,System.Int32,System.Int32)">
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<summary>
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<para>Make a rectangle in UV space resident for a given Virtual Texture Stack.</para>
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</summary>
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<param name="mat">The Material that contains the Virtual Texture Stack. The Virtual Texture Stacks contained in a Material are declared in the Material's Shader.</param>
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<param name="stackNameId">The unique identifier for the name of the Virtual Texture Stack, as declared in the Shader. To find the identifier for a given Shader property name, use Shader.PropertyToID.</param>
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<param name="r">The rectangle in 0-1 UV space to make resident. Anything outside the [ 0...1 [ x [ 0...1 [ rectangle will be silently ignored.</param>
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<param name="mipMap">The mip level to make resident. Mips are numbered from 0 (= full resolution) to n (= lowest resolution) where n is the mipmap level what is a single tile in size. Requesting invalid mips is silently ignored.</param>
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<param name="numMips">The number of mip levels starting from 'mipMap' to make resident. Requesting invalid mips is silently ignored.</param>
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</member>
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<member name="M:UnityEngine.Rendering.VirtualTexturing.Streaming.SetCPUCacheSize(System.Int32)">
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<summary>
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<para>Sets the CPU cache size (in MegaBytes) used by Streaming Virtual Texturing.</para>
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</summary>
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<param name="sizeInMegabytes"></param>
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</member>
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<member name="M:UnityEngine.Rendering.VirtualTexturing.Streaming.SetGPUCacheSettings(UnityEngine.Rendering.VirtualTexturing.GPUCacheSetting[])">
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<summary>
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<para>Sets the GPU cache settings used by Streaming Virtual Texturing.</para>
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</summary>
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<param name="cacheSettings"></param>
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</member>
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<member name="T:UnityEngine.Rendering.VirtualTexturing.System">
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<summary>
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<para>The virtual texturing system.</para>
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</summary>
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</member>
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<member name="F:UnityEngine.Rendering.VirtualTexturing.System.AllMips">
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<summary>
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<para>Request all avalable mips.</para>
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</summary>
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</member>
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<member name="M:UnityEngine.Rendering.VirtualTexturing.System.Update">
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<summary>
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<para>Update the virtual texturing system.</para>
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</summary>
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</member>
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<member name="A:UnityEngine.VirtualTexturingModule">
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<summary>
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<para>Module that implements virtual texturing.</para>
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</summary>
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</member>
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</members>
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</doc>
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