Lines Matching full:images
3 The OpenGL spec allows a texture's images to be defined without consistent size and format through
6 The OpenGL context checks the texture's images during draw calls. It considers the texture complete
7 if the images are consistent in size and format. Then it uses the texture for rendering.
9 Metal textures (i.e. MTLTexture) on the other hand require consistent defined images at all times.
12 This is an overview of how the Metal back-end implements images' management for a texture to make
17 * a single image (`images[slice][level]`: 2D/3D MTLTexture no mipmap + single slice) is
20 * modifies the data of `images[slice][level]`;
24 - `images[0][0]` --> copy to actual texture's slice 0, level 0.
25 - `images[0][1]` --> copy to actual texture's slice 0, level 1.
26 - `images[0][2]` --> copy to actual texture's slice 0, level 2.
28 * The images will be destroyed, then re-created to become texture views of the actual texture at
30 - `images[0][0]` -> view of actual texture's slice 0, level 0.
31 - `images[0][1]` -> view of actual texture's slice 0, level 1.
32 - `images[0][2]` -> view of actual texture's slice 0, level 2.
36 * `images[slice][level]`'s content is modified, which means the actual texture's content at
40 * If size != `images[slice][level]`.size():
42 `images[slice][level]` as single image same as initial stage. The other views are kept