Class TextureLoader¶
Defined in File texture_loader.h
Inheritance Relationships¶
Base Type¶
public portal::resources::ResourceLoader(Class ResourceLoader)
Class Documentation¶
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class TextureLoader : public portal::resources::ResourceLoader¶
Public Functions
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TextureLoader(ResourceRegistry ®istry, const renderer::vulkan::VulkanContext &context)¶
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virtual ResourceData load(const SourceMetadata &meta, Reference<ResourceSource> source) override¶
Load a resource from source data.
This method blocks the calling thread (job system worker) until the resource is fully loaded and ready for use. It reads bytes from the source, decodes the format, creates GPU resources if needed, and returns a Reference to the loaded resource.
If the resource depends on other resources, the loader can request them from the registry. The registry will handle scheduling those loads appropriately.
Error Handling: If loading fails (corrupt data, unsupported format, out of memory, etc.), the loader should log the error and return nullptr. The registry will move the resource to ResourceState::Error.
Note
The returned resource is managed by Reference (std::shared_ptr)
Note
Implementations should be thread-safe for reading from the source
- Parameters:
meta – Metadata about the resource (type, format, dependencies, etc.)
source – Abstraction for reading the source bytes (file, memory, etc.)
- Returns:
ResourceData if successful, nullptr on error
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virtual void save(ResourceData &resource_data) override¶
Saves a resource to a source.
This method blocks the calling thread until the save operation is complete.
This method will fetch the resource’s dirty state and will update the source (if supported) based on it.
- Parameters:
resource_data – The resource to save
Public Static Functions
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static void enrich_metadata(SourceMetadata &meta, const ResourceSource &source)¶
Protected Functions
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void create_standalone_texture(const StringId &id, std::span<uint32_t> data, vk::Extent3D extent, renderer::TextureType type = renderer::TextureType::Texture) const¶
Creates a “standalone” texture in the registry, a texture without an associated
ResourceSourceThis is used to create some default all white, all black, and “missing” textures- Parameters:
id – The texture id
data – The texture data
extent – The texture extent
type – The type of the texture (cubed or not)
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TextureLoader(ResourceRegistry ®istry, const renderer::vulkan::VulkanContext &context)¶