OGRE-Next
2.3
Object-Oriented Graphics Rendering Engine
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#include <OgreNULLTextureGpuManager.h>
Public Types | |
typedef vector< BudgetEntry >::type | BudgetEntryVec |
typedef map< IdString, MetadataCacheEntry >::type | MetadataCacheMap |
enum | Reason { Unknown , FromStorageToSysRam , FromSysRamToStorage , GainedResidency , LostResidency , PoolTextureSlotChanged , ResidentToSysRamSync , MetadataCacheOutOfDate , ExceptionThrown , FsaaSettingAlteredByApi , ReadyForRendering , Deleted } |
typedef map< IdString, ResourceEntry >::type | ResourceEntryMap |
Public Member Functions | |
NULLTextureGpuManager (VaoManager *vaoManager, RenderSystem *renderSystem) | |
virtual | ~NULLTextureGpuManager () |
void | _queueDownloadToRam (TextureGpu *texture, bool resyncOnly) |
void | _releaseSlotFromTexture (TextureGpu *texture) |
Must be called from main thread. More... | |
void | _removeMetadataCacheEntry (TextureGpu *texture) |
void | _reserveSlotForTexture (TextureGpu *texture) |
Must be called from main thread. More... | |
void | _scheduleTransitionTo (TextureGpu *texture, GpuResidency::GpuResidency targetResidency, Image2 *image, bool autoDeleteImage, bool reuploadOnly) |
void | _scheduleUpdate (TextureGpu *texture, uint32 filters, Image2 *image, bool autoDeleteImage, bool skipMetadataCache=false, uint32 sliceOrDepth=std::numeric_limits< uint32 >::max()) |
void | _setIgnoreScheduledTasks (bool ignoreSchedTasks) |
When true we will ignore all tasks in mScheduledTasks and execute transitions immediately Caller is responsible for ensuring this is safe to do. More... | |
bool | _update (bool syncWithWorkerThread) |
Returns true if there is no more streaming work to be done yet (if false, calls to _update could be needed once again) See waitForStreamingCompletion. More... | |
void | _updateMetadataCache (TextureGpu *texture) |
void | _updateStreaming () |
unsigned long | _updateStreamingWorkerThread (ThreadHandle *threadHandle) |
void | _waitFor (TextureGpu *texture, bool metadataOnly) |
Do not use directly. See TextureGpu::waitForMetadata & TextureGpu::waitForDataReady. More... | |
void | _waitForPendingGpuToCpuSyncs (TextureGpu *texture) |
Do not use directly. See TextureGpu::waitForPendingSyncs. More... | |
virtual bool | checkSupport (PixelFormatGpu format, TextureTypes::TextureTypes textureType, uint32 textureFlags) const |
Checks if the given format with the texture flags combination is supported. More... | |
AsyncTextureTicket * | createAsyncTextureTicket (uint32 width, uint32 height, uint32 depthOrSlices, TextureTypes::TextureTypes textureType, PixelFormatGpu pixelFormatFamily) |
Creates an AsyncTextureTicket that can be used to download data GPU -> CPU from a TextureGpu. More... | |
TextureGpu * | createOrRetrieveTexture (const String &name, const String &aliasName, GpuPageOutStrategy::GpuPageOutStrategy pageOutStrategy, CommonTextureTypes::CommonTextureTypes type, const String &resourceGroup=BLANKSTRING, uint32 poolId=0) |
Helper function to call createOrRetrieveTexture with common parameters used for 2D diffuse textures loaded from file. More... | |
TextureGpu * | createOrRetrieveTexture (const String &name, const String &aliasName, GpuPageOutStrategy::GpuPageOutStrategy pageOutStrategy, uint32 textureFlags, TextureTypes::TextureTypes initialType, const String &resourceGroup=BLANKSTRING, uint32 filters=0, uint32 poolId=0) |
TextureGpu * | createOrRetrieveTexture (const String &name, GpuPageOutStrategy::GpuPageOutStrategy pageOutStrategy, CommonTextureTypes::CommonTextureTypes type, const String &resourceGroup=BLANKSTRING, uint32 poolId=0) |
TextureGpu * | createOrRetrieveTexture (const String &name, GpuPageOutStrategy::GpuPageOutStrategy pageOutStrategy, uint32 textureFlags, TextureTypes::TextureTypes initialType, const String &resourceGroup=BLANKSTRING, uint32 filters=0, uint32 poolId=0) |
TextureGpu * | createTexture (const String &name, const String &aliasName, GpuPageOutStrategy::GpuPageOutStrategy pageOutStrategy, uint32 textureFlags, TextureTypes::TextureTypes initialType, const String &resourceGroup=BLANKSTRING, uint32 filters=0, uint32 poolId=0) |
TextureGpu * | createTexture (const String &name, GpuPageOutStrategy::GpuPageOutStrategy pageOutStrategy, uint32 textureFlags, TextureTypes::TextureTypes initialType, const String &resourceGroup=BLANKSTRING, uint32 filters=0, uint32 poolId=0) |
TextureGpu * | createTextureGpuWindow () |
void | destroyAllAsyncTextureTicket () |
void | destroyAsyncTextureTicket (AsyncTextureTicket *ticket) |
void | destroyTexture (TextureGpu *texture) |
Destroys a texture. More... | |
void | dumpMemoryUsage (Log *log, Ogre::uint32 mask=ResidencyMask::All) const |
void | dumpStats () const |
bool | executeTask (TextureGpu *texture, TextureGpuListener::Reason reason, const ScheduledTasks &task) |
void | exportTextureMetadataCache (String &outJson) |
const String * | findAliasNameStr (IdString idName) const |
This function CAN be called from any thread. More... | |
const String * | findResourceGroupStr (IdString idName) const |
This function CAN be called from any thread. More... | |
const String * | findResourceNameStr (IdString idName) const |
This function CAN be called from any thread. More... | |
TextureGpu * | findTextureNoThrow (IdString name) const |
const BudgetEntryVec & | getBudget () const |
DefaultMipmapGen::DefaultMipmapGen | getDefaultMipmapGeneration () const |
DefaultMipmapGen::DefaultMipmapGen | getDefaultMipmapGenerationCubemaps () const |
const ResourceEntryMap & | getEntries () const |
uint64 | getLoadRequestsCounter () const |
Calling waitForStreamingCompletion before Root::renderOneFrame should guarantee the render is perfect. More... | |
void | getMemoryStats (size_t &outTextureBytesCpu, size_t &outTextureBytesGpu, size_t &outUsedStagingTextureBytes, size_t &outAvailableStagingTextureBytes) |
RenderSystem * | getRenderSystem () const |
StagingTexture * | getStagingTexture (uint32 width, uint32 height, uint32 depth, uint32 slices, PixelFormatGpu pixelFormat, size_t minConsumptionRatioThreshold=25u) |
Creates a StagingTexture which is required to upload data CPU -> GPU into a TextureGpu. More... | |
VaoManager * | getVaoManager () const |
bool | hasPoolId (uint32 poolId, uint32 width, uint32 height, uint8 numMipmaps, PixelFormatGpu pixelFormat) const |
bool | hasTextureResource (const String &aliasName, const String &resourceGroup) const |
Returns true if a texture with the given aliasName exists, or if a ResourceGroupListener provides such texture, or if such texture exists (i.e. More... | |
void | importTextureMetadataCache (const String &filename, const char *jsonString, bool bCreateReservedPools) |
bool | isDoneStreaming () const |
Returns true if we're done loading all textures based on the return value of the last call to TextureGpuManager::_update and whether new tasks have been scheduled since then. More... | |
void | notifyTextureChanged (TextureGpu *texture, TextureGpuListener::Reason reason, void *extraData) override |
void | operator delete (void *ptr) |
void | operator delete (void *ptr, const char *, int, const char *) |
void | operator delete (void *ptr, void *) |
void | operator delete[] (void *ptr) |
void | operator delete[] (void *ptr, const char *, int, const char *) |
void * | operator new (size_t sz) |
void * | operator new (size_t sz, const char *file, int line, const char *func) |
operator new, with debug line info More... | |
void * | operator new (size_t sz, void *ptr) |
placement operator new More... | |
void * | operator new[] (size_t sz) |
void * | operator new[] (size_t sz, const char *file, int line, const char *func) |
array operator new, with debug line info More... | |
void | removeStagingTexture (StagingTexture *stagingTexture) |
TextureGpu * | reservePoolId (uint32 poolId, uint32 width, uint32 height, uint32 numSlices, uint8 numMipmaps, PixelFormatGpu pixelFormat) |
Reserves and preallocates a pool with the given parameters Returns the master texture that owns the pool. More... | |
void | saveTexture (TextureGpu *texture, const String &folderPath, set< String >::type &savedTextures, bool saveOitd, bool saveOriginal, HlmsTextureExportListener *listener) |
void | setDefaultMipmapGeneration (DefaultMipmapGen::DefaultMipmapGen defaultMipmapGen, DefaultMipmapGen::DefaultMipmapGen defaultMipmapGenCubemaps) |
Whether to use HW or SW mipmap generation when specifying TextureFilter::TypeGenerateDefaultMipmaps for loading files from textures. More... | |
void | setStagingTextureMaxBudgetBytes (size_t stagingTextureMaxBudgetBytes) |
At a high level, texture loading works like this: More... | |
void | setTextureGpuManagerListener (TextureGpuManagerListener *listener) |
Sets a new listener. More... | |
void | setTrylockMutexFailureLimit (uint32 tryLockFailureLimit) |
The main thread tries to acquire a lock from the background thread, do something very quick, and release it. More... | |
void | setWorkerThreadMaxPerStagingTextureRequestBytes (size_t maxPerStagingTextureRequestBytes) |
The worker thread tracks how many data it is loading so the Main thread can request additional StagingTextures if necessary. More... | |
void | setWorkerThreadMaxPreloadBytes (size_t maxPreloadBytes) |
The worker thread first loads the texture from disk to RAM (aka "preload", and then copies from RAM to StagingTexture. More... | |
void | setWorkerThreadMinimumBudget (const BudgetEntryVec &budget, size_t maxSplitResolution=0) |
Background streaming works by having a bunch of preallocated StagingTextures so we're ready to start uploading as soon as we see a request to load a texture from file. More... | |
virtual bool | shouldStayLoaded (TextureGpu *texture) |
Return true if this TextureGpu should likely stay loaded or else graphical changes could occur. More... | |
void | shutdown () |
void | taskLoadToSysRamOrResident (TextureGpu *texture, const ScheduledTasks &task) |
Implements TaskTypeResidencyTransition when doing any of the following transitions: OnStorage -> Resident OnStorage -> OnSystemRam OnSystemRam -> Resident. More... | |
void | taskToUnloadOrDestroy (TextureGpu *texture, const ScheduledTasks &task) |
Implements TaskTypeResidencyTransition when doing any of the following transitions: Resident -> OnStorage Resident -> OnSystemRam OnSystemRam -> OnStorage. More... | |
void | waitForStreamingCompletion () |
Blocks main thread until all pending textures are fully loaded. More... | |
Public Attributes | |
bool | mIgnoreSRgbPreference |
While true, calls to createTexture & createOrRetrieveTexture will ignore and unset the TextureFlags::PrefersLoadingFromFileAsSRGB flag. More... | |
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FromStorageToSysRam | OnStorage -> OnSystemRam. |
FromSysRamToStorage | OnSystemRam -> OnStorage. |
GainedResidency | OnStorage -> Resident OnSystemRam -> Resident See ReadyForRendering. |
LostResidency | Resident -> OnStorage Resident -> OnSystemRam. |
PoolTextureSlotChanged | |
ResidentToSysRamSync | Only called while TextureGpu is still Resident, and strategy is AlwaysKeepSystemRamCopy. This listener happens when something was done to the TextureGpu that modifies its contents in the GPU, and were thus forced to sync those values back to SystemRam. This listener calls tells that sync is over. |
MetadataCacheOutOfDate | The Metadata cache was out of date and we had to do a ping-pong. Expect this to be followed by at least LostResidency and GainedResidency calls This is very important, because if you were expecting certain sequence of calls (e.g. you were expecting a LostResidency soon to arrive), expect that to be changed. See TextureGpuManager for details about the metadata cache. |
ExceptionThrown | Called when the worker thread caught an exception. This exception has already been logged, and the texture resumed loading normally with a white 2x2 RGBA8 fallback. This listener will get called from the main thread. The texture may still have pending residency transitions (e.g. it may still be loading the 2x2 fallback) Cast Exception e = reinterpret_cast<Exception>( extraData ); to know more info |
FsaaSettingAlteredByApi | Requested FSAA (MSAA / CSAA / EQAA / etc) is not supported by the API, and thus the setting had to be downgraded. Note this may happen on device lost, and a new GPU became in use; thus it's possible for a TextureGpu to initially support certain FSAA but later change. |
ReadyForRendering | This Reason is called when TextureGpu::notifyDataIsReady is called. This normally means worker thread is done loading texture from file and uploading it to GPU; and can now be used for rendering. It does NOT mean that Ogre has finished issueing rendering commands to a RenderTexture and is now ready to be presented to the monitor. |
Deleted |
Ogre::NULLTextureGpuManager::NULLTextureGpuManager | ( | VaoManager * | vaoManager, |
RenderSystem * | renderSystem | ||
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Must be called from main thread.
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Must be called from main thread.
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When true we will ignore all tasks in mScheduledTasks and execute transitions immediately Caller is responsible for ensuring this is safe to do.
The main reason for this function is that when the metadata cache is proven to be out of date and comes back to the main thread, we need to perform a Resident -> OnStorage -> Resident transition that bypasses pending operations, and pretend the texture has been in Resident all along.
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Returns true if there is no more streaming work to be done yet (if false, calls to _update could be needed once again) See waitForStreamingCompletion.
syncWithWorkerThread | When true, we will wait for the worker thread to release the main mutex instead of just continuing and trying again next time we get called. This is important for waitForStreamingCompletion & _waitFor because otherwise main thread may not see worker thread has finished because it's also grabbing the main mutex; and waitForStreamingCompletion will go to sleep thinking worker thread has yet to finish, and worker thread won't wake up the main thread because it has already notified it. |
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Do not use directly. See TextureGpu::waitForMetadata & TextureGpu::waitForDataReady.
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Do not use directly. See TextureGpu::waitForPendingSyncs.
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Checks if the given format with the texture flags combination is supported.
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textureFlags | See TextureFlags::TextureFlags Supported flags are: NotTexture RenderToTexture Uav AllowAutomipmaps |
When NotTexture is set, we don't check whether it's possible to sample from this texture. Note that some buggy Android drivers may report that it's not possible to sample from that texture when it actually is.
Reimplemented in Ogre::VulkanTextureGpuManager, and Ogre::MetalTextureGpuManager.
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Creates an AsyncTextureTicket that can be used to download data GPU -> CPU from a TextureGpu.
To upload data CPU -> GPU see getStagingTexture
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depthOrSlices | |
pixelFormatFamily | If the value is not a family value, it will automatically be converted to one. |
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Helper function to call createOrRetrieveTexture with common parameters used for 2D diffuse textures loaded from file.
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name | Name of the resource. For example TreeWood.png |
aliasName | Usually aliasName = name. An alias name allows you to load the same texture (e.g. TreeWood.png) with different settings. For example: Alias 0 - "Tree Wood With Mipmaps" Alias 1 - "Tree Wood Without Mipmaps" Alias 2 - "Tree Wood Without TextureFlags::AutomaticBatching" This lets you have 3 copies of the same file in memory. |
pageOutStrategy | |
textureFlags | See TextureFlags::TextureFlags |
initialType | Strictly not required (i.e. can be left TextureTypes::Unknown) however it can be needed if set to a material before it is fully loaded; and the shader expects a particular type (e.g. it expects a cubemap). While it's not yet loaded, a dummy texture will that matches the type will be used; and it's important that the right dummy texture is selected. So if you know in advance a particular type is needed, this parameter tells Ogre what dummy to use. |
resourceGroup | Optional, but required if you want to load files from disk (or anything provided by the ResourceGroupManager) |
poolId | Optional. See TextureGpu::setTexturePoolId This parameter informs which pool ID you wish the texture to be assigned for. Note however, if you're using createOrRetrieveTexture and the texture has already been created (i.e. it's being retrieved) then the pool ID parameter will be ignored, as the texture was already created with a pool ID. |
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TextureGpu* Ogre::NULLTextureGpuManager::createTextureGpuWindow | ( | ) |
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Destroys a texture.
Classes who wish to hold a weak reference should listen for TextureGpuListener::Deleted events and clear their pointers when the texture gets destroyed.
Classes who wish to hold a stronger reference (note: it says 'stronger', not 'strong') should return true in TextureGpuListener::shouldStayLoaded, but it is not guaranteed to be honoured.
Users should iterate through listeners and see if any listener's shouldStayLoaded returns true. If you still want to destroy the texture, the class should still be able to handle TextureGpuListener::Deleted gracefully.
See MemoryGameState::unloadUnusedTextures in Tutorial_MemoryGameState.cpp
Ogre doesn't call destroyTexture unless it's on shutdown or a specific Ogre-controlled texture (e.g. something related to PBS, Irradiance Fields, etc)
Users are the ones in control of which textures get unloaded. It is suggested users group textures by criteria so that they can be loaded and unloaded in bulk (i.e. by relation to a level, or area in an open world game, by scene, etc)
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This function CAN be called from any thread.
This function CAN be called from any thread.
This function CAN be called from any thread.
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Calling waitForStreamingCompletion before Root::renderOneFrame should guarantee the render is perfect.
Except... a new texture may be loaded while inside renderOneFrame. If that happens the render may not be perfect. You can solve that by rendering the frame again if you need all frames to be 'perfect':
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Creates a StagingTexture which is required to upload data CPU -> GPU into a TextureGpu.
To download data GPU -> CPU see readRequest
minConsumptionRatioThreshold | Value in range [0; 100]. The smallest available texture we find may still be too big (e.g. you need to upload 64x64 texture RGBA8 and we return a 8192x8192x4 staging texture which is overkill). For these cases, here you can specify how much "is too big". For example by specifying a consumptionRatio of 50; it means that the data you asked for must occupy at least 50% of the space; otherwise we'll create a new StagingTexture. |
A value of 100 means the StagingTexture must fit exactly (fully used). A value of 0 means any StagingTexture will do, no matter how large.
StagingTextures that haven't been using in a while will be destroyed. However if for some reason we end up returning a huge texture every frame for small workloads, we'll be keeping that waste potentially forever.
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Returns true if a texture with the given aliasName exists, or if a ResourceGroupListener provides such texture, or if such texture exists (i.e.
as a file) in the ResourceGroupManager.
This can return true regardless of whether the texture has been loaded or created.
Not to be confused with findTextureNoThrow which only looks for already created textures.
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resourceGroup |
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Returns true if we're done loading all textures based on the return value of the last call to TextureGpuManager::_update and whether new tasks have been scheduled since then.
Because it will spin forever! The return value of this function changes whenever TextureGpuManager::_update is called (directly or indirectly).
The main purpose for this function is to poll whether we're done streaming so that e.g. users can show/hide a loading screen or loading icon.
If you need to wait until all textures are done, use waitForStreamingCompletion
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Implements Ogre::TextureGpuListener.
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operator new, with debug line info
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placement operator new
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array operator new, with debug line info
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Reserves and preallocates a pool with the given parameters Returns the master texture that owns the pool.
Destroy this pool with TextureGpuManager::destroyTexture
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Whether to use HW or SW mipmap generation when specifying TextureFilter::TypeGenerateDefaultMipmaps for loading files from textures.
This setting has no effect for filters explicitly asking for HW mipmap generation.
hwMipmapGen | Whether to enable HW mipmap generation for textures. Default is true. |
hwMipmapGenCubemaps | Whether to enable HW mipmap generation for cubemap textures. Default is false. |
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At a high level, texture loading works like this:
stagingTextureMaxBudgetBytes | Limit in bytes, on how much memory we let in mAvailableStagingTextures before we start stalling the GPU and/or aggressively destroying them. |
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Sets a new listener.
The old one will be destroyed with OGRE_DELETE See TextureGpuManagerListener. Pointer cannot be null.
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The main thread tries to acquire a lock from the background thread, do something very quick, and release it.
If the lock failed to acquire, we try again next time _update is called. However if this happens too often in a row, we should stall and wait indefinitely for the background thread.
This function allows you to specify how many failures we have to let pass before we stall.
However if loading a several big files (e.g. large cubemaps) or loading from a slow medium (e.g. from the internet directly) many tryLock() failures could be common.
If failure to acquire the lock is common and expected, small limit values could cause a lot of stutter, because e.g. a value of 3 could cause fps lag spikes every 3 frames.
A sensible value such as 1200 means that a stall would only happen after 20 seconds of repeated failure if running at constant 60 fps.
tryLockFailureLimit | How many failures we have to wait for a stall, expressed in calls TextureGpuManager::_update. Usually there's one call to _update per frame, but there can be more. Use 0 to always stall Use std::numeric_limits<uint32>::max() for no failure limits (i.e. never stall) |
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The worker thread tracks how many data it is loading so the Main thread can request additional StagingTextures if necessary.
One big StagingTexture reduces the amount of time we map memory so we can upload.
However one big StagingTexture also means that if we've used 1 byte out of 200MB available, we have to wait until that byte has finished transferring (that usually means the StagingTexture becomes available 3 frames later); which can result in three big StagingTextures (one for each frame) which can be overkill.
This function allows you to specify when we decide to break these requests in smaller pieces, which by default is set at 64MB
maxPerStagingTextureRequestBytes |
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The worker thread first loads the texture from disk to RAM (aka "preload", and then copies from RAM to StagingTexture.
Later the main thread will copy from StagingTexture to actual texture.
maxPreloadBytes |
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Background streaming works by having a bunch of preallocated StagingTextures so we're ready to start uploading as soon as we see a request to load a texture from file.
budget | Array of parameters for the staging textures we'll reserve. The budget can be empty. |
maxSplitResolution | Textures bigger than this resolution in any axis will be taken as "exceptions" or "spikes" that won't last long. e.g. if maxSplitResolution = 2048 then a 2048x16, 67x2048, 2048x2048, and a 4096x4096 texture will all be considered abnormal. |
This can significantly affect how much memory we consume while streaming. A value of 0 means to keep current value.
If an entry in the budget contains minNumSlices > 1 and minResolution >= maxSplitResolution then a lot of memory waste could end up being caused; thus we will warn to the Ogre.log if you set such setting.
The default value in 32-bit systems and mobile is 2048 The default value in 64-bit Desktop systems is 4096
This setting is closely related to setWorkerThreadMaxPerStagingTextureRequestBytes, because a texture whose resolution is >= maxSplitResolution will force us to use multiple StagingTextures, thus relieving the pressure on memory and memory fragmentation.
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Return true if this TextureGpu should likely stay loaded or else graphical changes could occur.
Return false if it is certainly safe to unload.
Reimplemented in Ogre::VctLighting, and Ogre::OGRE_HLMS_TEXTURE_BASE_CLASS.
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Implements TaskTypeResidencyTransition when doing any of the following transitions: OnStorage -> Resident OnStorage -> OnSystemRam OnSystemRam -> Resident.
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Implements TaskTypeResidencyTransition when doing any of the following transitions: Resident -> OnStorage Resident -> OnSystemRam OnSystemRam -> OnStorage.
Also implements TaskTypeDestroyTexture
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Blocks main thread until all pending textures are fully loaded.
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While true, calls to createTexture & createOrRetrieveTexture will ignore and unset the TextureFlags::PrefersLoadingFromFileAsSRGB flag.
This is useful if user is not doing PBR, or working in its own colour space manually handled.
Default value is false
Changes will be reflected on new textures. Existing textures no longer possess the information to know whether they were created w/ PrefersLoadingFromFileAsSRGB
This value is not read nor write from the worker thread, thus it is thread-safe.
Textures may still be loaded as SRGB if they explicitly request SRGB e.g. texture->setPixelFormat( PFG_RGBA8_UNORM_SRGB )
was called or the texture is loaded from an OITD or DDS format specifically asking for PFG_RGBA8_UNORM_SRGB.
What this flag controls is that if we're loading a regular texture asking for PFG_RGBA8_UNORM like PNG (and other linear formats) then should we honour PrefersLoadingFromFileAsSRGB flag or not.