dolphin/Source/Core/VideoCommon/Assets/DirectFilesystemAssetLibrary.h

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// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <chrono>
#include <filesystem>
#include <map>
#include <mutex>
#include <string>
#include "VideoCommon/Assets/CustomAssetLibrary.h"
#include "VideoCommon/Assets/CustomTextureData.h"
namespace VideoCommon
{
// This class implements 'CustomAssetLibrary' and loads any assets
// directly from the filesystem
class DirectFilesystemAssetLibrary final : public CustomAssetLibrary
{
public:
using AssetMap = std::map<std::string, std::filesystem::path>;
LoadInfo LoadTexture(const AssetID& asset_id, TextureData* data) override;
2023-06-29 05:56:06 +00:00
LoadInfo LoadPixelShader(const AssetID& asset_id, PixelShaderData* data) override;
LoadInfo LoadMaterial(const AssetID& asset_id, MaterialData* data) override;
LoadInfo LoadMesh(const AssetID& asset_id, MeshData* data) override;
// Gets the latest time from amongst all the files in the asset map
TimeType GetLastAssetWriteTime(const AssetID& asset_id) const override;
// Assigns the asset id to a map of files, how this map is read is dependent on the data
// For instance, a raw texture would expect the map to have a single entry and load that
// file as the asset. But a model file data might have its data spread across multiple files
void SetAssetIDMapData(const AssetID& asset_id, AssetMap asset_path_map);
private:
// Loads additional mip levels into the texture structure until _mip<N> texture is not found
bool LoadMips(const std::filesystem::path& asset_path, CustomTextureData::ArraySlice* data);
// Gets the asset map given an asset id
AssetMap GetAssetMapForID(const AssetID& asset_id) const;
mutable std::mutex m_lock;
std::map<AssetID, std::map<std::string, std::filesystem::path>> m_assetid_to_asset_map_path;
};
} // namespace VideoCommon