Gl_ansio

Checksums

Gl_ansio

// gl_ansio.hpp #pragma once #if __has_include(<coroutine>) # define GL_ANSIO_HAS_COROUTINES 1 #else # define GL_ANSIO_HAS_COROUTINES 0 #endif

// Render... glClearColor(0.1f, 0.12f, 0.15f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); gl_ansio

/// Starts loading a texture asynchronously. AsyncResource<GLuint> loadTextureAsync(const TextureDesc& desc, GLFWwindow* glWindow); // gl_ansio

// Queue the upload on the main thread. The simplest way is to push a // std::function into a thread‑safe queue that the render loop polls. // For the sake of a compact example we use a static global queue. struct Queue static std::mutex mtx; static std::vector<std::function<void()>> jobs; static void push(std::function<void()> fn) std::lock_guard<std::mutex> lk(mtx); jobs.emplace_back(std::move(fn)); The simplest way is to push a //

Based on the potential of the GL-ANSIO technique, we recommend:

// --------------------------------------------------------------- // 2️⃣ Return a small struct that the GL thread can consume. // --------------------------------------------------------------- struct UploadJob GLuint textureID = 0; int width; int height; GLenum internalFormat; GLenum srcFormat; GLenum srcType; bool generateMipmap; std::unique_ptr<stbi_uc, void(*)(void*)> pixels; ;

GLContext(const GLContext&) = delete; GLContext& operator=(const GLContext&) = delete; GLContext(GLContext&&) noexcept = default; GLContext& operator=(GLContext&&) noexcept = default; private: GLFWwindow* win = nullptr; ;