Android texture loading
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1b27063bc7
1 changed files with 4 additions and 6 deletions
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@ -146,13 +146,11 @@ public:
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size_t size = AAsset_getLength(asset);
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size_t size = AAsset_getLength(asset);
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assert(size > 0);
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assert(size > 0);
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void *textureData = malloc(size);
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ktx_uint8_t *textureData = new ktx_uint8_t[size];
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AAsset_read(asset, textureData, size);
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AAsset_read(asset, textureData, size);
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AAsset_close(asset);
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AAsset_close(asset);
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result = ktxTexture_CreateFromMemory(textureData, size, KTX_TEXTURE_CREATE_LOAD_IMAGE_DATA_BIT, &ktxTexture);
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result = ktxTexture_CreateFromMemory(textureData, size, KTX_TEXTURE_CREATE_LOAD_IMAGE_DATA_BIT, target);
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delete[] textureData;
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free(textureData);
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#else
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#else
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if (!vks::tools::fileExists(filename)) {
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if (!vks::tools::fileExists(filename)) {
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vks::tools::exitFatal("Could not load texture from " + filename + "\n\nThe file may be part of the additional asset pack.\n\nRun \"download_assets.py\" in the repository root to download the latest version.", -1);
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vks::tools::exitFatal("Could not load texture from " + filename + "\n\nThe file may be part of the additional asset pack.\n\nRun \"download_assets.py\" in the repository root to download the latest version.", -1);
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@ -169,7 +167,7 @@ public:
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ktx_size_t ktxTextureSize = ktxTexture_GetSize(ktxTexture);
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ktx_size_t ktxTextureSize = ktxTexture_GetSize(ktxTexture);
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// We prefer using staging to copy the texture data to a device local optimal image
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// We prefer using staging to copy the texture data to a device local optimal image
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VkBool32 useStaging = false;
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VkBool32 useStaging = true;
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// Only use linear tiling if forced
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// Only use linear tiling if forced
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bool forceLinearTiling = false;
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bool forceLinearTiling = false;
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