Class TextureLoader

Inheritance Relationships

Base Type

Class Documentation

class TextureLoader : public portal::resources::ResourceLoader

Public Functions

TextureLoader(ResourceRegistry &registry, const renderer::vulkan::VulkanContext &context)
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

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

static void enrich_metadata(SourceMetadata &meta, const ResourceSource &source)

Protected Functions

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 ResourceSource This 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)