VideoCommon: add custom asset implementation and asset library that can load an asset

This commit is contained in:
iwubcode 2023-06-01 19:57:57 -05:00
parent 6302cea22c
commit b2c5a5485a
6 changed files with 265 additions and 0 deletions

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@ -631,6 +631,8 @@
<ClInclude Include="VideoCommon\AbstractShader.h" /> <ClInclude Include="VideoCommon\AbstractShader.h" />
<ClInclude Include="VideoCommon\AbstractStagingTexture.h" /> <ClInclude Include="VideoCommon\AbstractStagingTexture.h" />
<ClInclude Include="VideoCommon\AbstractTexture.h" /> <ClInclude Include="VideoCommon\AbstractTexture.h" />
<ClInclude Include="VideoCommon\Assets\CustomAsset.h" />
<ClInclude Include="VideoCommon\Assets\CustomAssetLibrary.h" />
<ClInclude Include="VideoCommon\AsyncRequests.h" /> <ClInclude Include="VideoCommon\AsyncRequests.h" />
<ClInclude Include="VideoCommon\AsyncShaderCompiler.h" /> <ClInclude Include="VideoCommon\AsyncShaderCompiler.h" />
<ClInclude Include="VideoCommon\BoundingBox.h" /> <ClInclude Include="VideoCommon\BoundingBox.h" />
@ -1241,6 +1243,8 @@
<ClCompile Include="VideoCommon\AbstractGfx.cpp" /> <ClCompile Include="VideoCommon\AbstractGfx.cpp" />
<ClCompile Include="VideoCommon\AbstractStagingTexture.cpp" /> <ClCompile Include="VideoCommon\AbstractStagingTexture.cpp" />
<ClCompile Include="VideoCommon\AbstractTexture.cpp" /> <ClCompile Include="VideoCommon\AbstractTexture.cpp" />
<ClCompile Include="VideoCommon\Assets\CustomAsset.cpp" />
<ClCompile Include="VideoCommon\Assets\CustomAssetLibrary.cpp" />
<ClCompile Include="VideoCommon\AsyncRequests.cpp" /> <ClCompile Include="VideoCommon\AsyncRequests.cpp" />
<ClCompile Include="VideoCommon\AsyncShaderCompiler.cpp" /> <ClCompile Include="VideoCommon\AsyncShaderCompiler.cpp" />
<ClCompile Include="VideoCommon\BoundingBox.cpp" /> <ClCompile Include="VideoCommon\BoundingBox.cpp" />

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@ -0,0 +1,45 @@
// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/Assets/CustomAsset.h"
namespace VideoCommon
{
CustomAsset::CustomAsset(std::shared_ptr<CustomAssetLibrary> library,
const CustomAssetLibrary::AssetID& asset_id)
: m_owning_library(std::move(library)), m_asset_id(asset_id)
{
}
bool CustomAsset::Load()
{
const auto load_information = LoadImpl(m_asset_id);
if (load_information.m_bytes_loaded > 0)
{
m_bytes_loaded = load_information.m_bytes_loaded;
m_last_loaded_time = load_information.m_load_time;
}
return load_information.m_bytes_loaded != 0;
}
CustomAssetLibrary::TimeType CustomAsset::GetLastWriteTime() const
{
return m_owning_library->GetLastAssetWriteTime(m_asset_id);
}
const CustomAssetLibrary::TimeType& CustomAsset::GetLastLoadedTime() const
{
return m_last_loaded_time;
}
const CustomAssetLibrary::AssetID& CustomAsset::GetAssetId() const
{
return m_asset_id;
}
std::size_t CustomAsset::GetByteSizeInMemory() const
{
return m_bytes_loaded;
}
} // namespace VideoCommon

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@ -0,0 +1,81 @@
// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "Common/CommonTypes.h"
#include "VideoCommon/Assets/CustomAssetLibrary.h"
#include <memory>
#include <mutex>
#include <optional>
namespace VideoCommon
{
// An abstract class that provides operations for loading
// data from a 'CustomAssetLibrary'
class CustomAsset
{
public:
CustomAsset(std::shared_ptr<CustomAssetLibrary> library,
const CustomAssetLibrary::AssetID& asset_id);
virtual ~CustomAsset() = default;
CustomAsset(const CustomAsset&) = default;
CustomAsset(CustomAsset&&) = default;
CustomAsset& operator=(const CustomAsset&) = default;
CustomAsset& operator=(CustomAsset&&) = default;
// Loads the asset from the library returning a pass/fail result
bool Load();
// Queries the last time the asset was modified or standard epoch time
// if the asset hasn't been modified yet
CustomAssetLibrary::TimeType GetLastWriteTime() const;
// Returns the time that the data was last loaded
const CustomAssetLibrary::TimeType& GetLastLoadedTime() const;
// Returns an id that uniquely identifies this asset
const CustomAssetLibrary::AssetID& GetAssetId() const;
// A rough estimate of how much space this asset
// will take in memroy
std::size_t GetByteSizeInMemory() const;
protected:
const std::shared_ptr<CustomAssetLibrary> m_owning_library;
private:
virtual CustomAssetLibrary::LoadInfo LoadImpl(const CustomAssetLibrary::AssetID& asset_id) = 0;
CustomAssetLibrary::AssetID m_asset_id;
std::size_t m_bytes_loaded = 0;
CustomAssetLibrary::TimeType m_last_loaded_time;
};
// An abstract class that is expected to
// be the base class for all assets
// It provides a simple interface for
// verifying that an asset data of type
// 'UnderlyingType' is loaded by
// checking against 'GetData()'
template <typename UnderlyingType>
class CustomLoadableAsset : public CustomAsset
{
public:
using CustomAsset::CustomAsset;
const UnderlyingType* GetData() const
{
std::lock_guard lk(m_lock);
if (m_loaded)
return &m_data;
return nullptr;
}
protected:
bool m_loaded = false;
mutable std::mutex m_lock;
UnderlyingType m_data;
};
} // namespace VideoCommon

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@ -0,0 +1,82 @@
// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/Assets/CustomAssetLibrary.h"
#include <algorithm>
#include "Common/Logging/Log.h"
#include "VideoCommon/GraphicsModSystem/Runtime/CustomTextureData.h"
namespace VideoCommon
{
namespace
{
std::size_t GetAssetSize(const CustomTextureData& data)
{
std::size_t total = 0;
for (const auto& level : data.m_levels)
{
total += level.data.size();
}
return total;
}
} // namespace
CustomAssetLibrary::LoadInfo CustomAssetLibrary::LoadGameTexture(const AssetID& asset_id,
CustomTextureData* data)
{
const auto load_info = LoadTexture(asset_id, data);
if (load_info.m_bytes_loaded == 0)
return {};
// Note: 'LoadTexture()' ensures we have a level loaded
const auto& first_mip = data->m_levels[0];
// Verify that each mip level is the correct size (divide by 2 each time).
u32 current_mip_width = first_mip.width;
u32 current_mip_height = first_mip.height;
for (u32 mip_level = 1; mip_level < static_cast<u32>(data->m_levels.size()); mip_level++)
{
if (current_mip_width != 1 || current_mip_height != 1)
{
current_mip_width = std::max(current_mip_width / 2, 1u);
current_mip_height = std::max(current_mip_height / 2, 1u);
const VideoCommon::CustomTextureData::Level& level = data->m_levels[mip_level];
if (current_mip_width == level.width && current_mip_height == level.height)
continue;
ERROR_LOG_FMT(VIDEO,
"Invalid custom game texture size {}x{} for texture asset {}. Mipmap level {} "
"must be {}x{}.",
level.width, level.height, asset_id, mip_level, current_mip_width,
current_mip_height);
}
else
{
// It is invalid to have more than a single 1x1 mipmap.
ERROR_LOG_FMT(VIDEO,
"Custom game texture {} has too many 1x1 mipmaps. Skipping extra levels.",
asset_id);
}
// Drop this mip level and any others after it.
while (data->m_levels.size() > mip_level)
data->m_levels.pop_back();
}
// All levels have to have the same format.
if (std::any_of(data->m_levels.begin(), data->m_levels.end(),
[&first_mip](const VideoCommon::CustomTextureData::Level& l) {
return l.format != first_mip.format;
}))
{
ERROR_LOG_FMT(VIDEO, "Custom game texture {} has inconsistent formats across mip levels.",
asset_id);
return {};
}
return load_info;
}
} // namespace VideoCommon

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@ -0,0 +1,49 @@
// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <chrono>
#include <filesystem>
#include <map>
#include <string>
namespace VideoCommon
{
class CustomTextureData;
// This class provides functionality to load
// specific data (like textures). Where this data
// is loaded from is implementation defined
class CustomAssetLibrary
{
public:
// TODO: this should be std::chrono::system_clock::time_point to
// support any type of loader where the time isn't from the filesystem
// but there's no way to convert filesystem times to system times
// without 'clock_cast', once our builders catch up
// to support 'clock_cast' we should update this
// For now, it's fine as a filesystem library is all that is
// available
using TimeType = std::filesystem::file_time_type;
// The AssetID is a unique identifier for a particular asset
using AssetID = std::string;
struct LoadInfo
{
std::size_t m_bytes_loaded;
CustomAssetLibrary::TimeType m_load_time;
};
// Loads a texture, if there are no levels, bytes loaded will be empty
virtual LoadInfo LoadTexture(const AssetID& asset_id, CustomTextureData* data) = 0;
// Gets the last write time for a given asset id
virtual TimeType GetLastAssetWriteTime(const AssetID& asset_id) const = 0;
// Loads a texture as a game texture, providing additional checks like confirming
// each mip level size is correct and that the format is consistent across the data
LoadInfo LoadGameTexture(const AssetID& asset_id, CustomTextureData* data);
};
} // namespace VideoCommon

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@ -8,6 +8,10 @@ add_library(videocommon
AbstractStagingTexture.h AbstractStagingTexture.h
AbstractTexture.cpp AbstractTexture.cpp
AbstractTexture.h AbstractTexture.h
Assets/CustomAsset.cpp
Assets/CustomAsset.h
Assets/CustomAssetLibrary.cpp
Assets/CustomAssetLibrary.h
AsyncRequests.cpp AsyncRequests.cpp
AsyncRequests.h AsyncRequests.h
AsyncShaderCompiler.cpp AsyncShaderCompiler.cpp