ratchetfreak
Instead map the target buffer to memory and then read the asset data straight into that. If you are careful with alignments no memcpy will be performed and the cpu will never even touch the data.
Thanks for the reply.
I don't know anything about memory mapping because I've been trying to keep the 3D side of things as simple as possible, but I think I understand. Wouldn't it be possible however to use the render command system to get the mapping done without exposing the inner workings of the asset system? If the renderer has access to the asset file handles (which can be sent as part of the command), then you can send it file offsets into the data, and a pointer to a region in the cache that you want to map. The renderer would need to update the asset state, but I think that's all it would need to know about assets.
I really don't want to deviate too much from Casey's basic architecture so I don't paint myself into a corner.