+ storage(fmt, w, h);
+}
+
+
+Texture2D::AsyncLoader::AsyncLoader(Texture2D &t, IO::Seekable &i):
+ texture(t),
+ io(i),
+ srgb_conversion(false),
+ pixel_buffer(PIXEL_UNPACK_BUFFER),
+ mapped_address(0),
+ phase(0)
+{ }
+
+void Texture2D::AsyncLoader::set_srgb_conversion(bool c)
+{
+ srgb_conversion = c;
+}
+
+bool Texture2D::AsyncLoader::needs_sync() const
+{
+ return phase%2;
+}
+
+bool Texture2D::AsyncLoader::process()
+{
+ if(phase==0)
+ {
+ /* TODO Enhance the ImageLoader system so that the image can be loaded
+ directly to the buffer */
+ image.load_io(io);
+ n_bytes = image.get_stride()*image.get_height();
+ }
+ else if(phase==1)
+ {
+ pixel_buffer.data(n_bytes, 0);
+ mapped_address = reinterpret_cast<char *>(pixel_buffer.map(WRITE_ONLY));
+ }
+ else if(phase==2)
+ {
+ const char *data = reinterpret_cast<const char *>(image.get_data());
+ copy(data, data+n_bytes, mapped_address);
+ }
+ else if(phase==3)
+ {
+ Bind _bind_buf(pixel_buffer, PIXEL_UNPACK_BUFFER);
+ if(!pixel_buffer.unmap())
+ {
+ phase = 1;
+ return false;
+ }
+
+ if(!texture.id)
+ glGenTextures(1, &texture.id);
+ texture.image(image, srgb_conversion, true);
+ }
+
+ ++phase;
+ return phase>3;