#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);