CVTextureCache.h
1.4 KB
#pragma once
// depending on selected rendering api it will be or GLES or Metal texture cache
// returns CVOpenGLESTextureCacheRef/CVMetalTextureCacheRef
void* CreateCVTextureCache();
// cache = CVOpenGLESTextureCacheRef/CVMetalTextureCacheRef
void FlushCVTextureCache(void* cache);
// returns CVOpenGLESTextureRef/CVMetalTextureRef
// cache = CVOpenGLESTextureCacheRef/CVMetalTextureCacheRef
// image = CVImageBufferRef/CVPixelBufferRef
void* CreateBGRA32TextureFromCVTextureCache(void* cache, void* image, size_t w, size_t h);
void* CreateHalfFloatTextureFromCVTextureCache(void* cache, void* image, size_t w, size_t h);
// texture = CVOpenGLESTextureRef
unsigned GetGLTextureFromCVTextureCache(void* texture);
// texture = CVMetalTextureRef
MTLTextureRef GetMetalTextureFromCVTextureCache(void* texture);
// texture = CVOpenGLESTextureRef/CVMetalTextureRef
uintptr_t GetTextureFromCVTextureCache(void* texture);
// returns CVPixelBufferRef
// enforces kCVPixelFormatType_32BGRA
void* CreatePixelBufferForCVTextureCache(size_t w, size_t h);
// returns CVOpenGLESTextureRef
// cache = CVOpenGLESTextureCacheRef
// pb = CVPixelBufferRef (out)
// enforces rgba texture with bgra backing
void* CreateReadableRTFromCVTextureCache(void* cache, size_t w, size_t h, void** pb);
// texture = CVOpenGLESTextureRef/CVMetalTextureRef
int IsCVTextureFlipped(void* texture);