So I’m working on a comic book reader, and have it mostly working.
The only issue is when copying the mip data from a memory buffer into the texture’s mip buffer. Because the texture is big (2000x3000 basically), doing a single memcpy in the main game thread causes a momentary hitch. I’ve tried defraying this over multiple frames, only copying some chunks at a time, and while it improves the situation, it also makes the loading process a lot slower (still in the main game thread for that part).
Is there a way to async fill a texture’s mip data?