// Copyright 2023 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #pragma once #include #include #include #include namespace VideoCommon { class CustomTextureData; struct PixelShaderData; // 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); // Loads a pixel shader virtual LoadInfo LoadPixelShader(const AssetID& asset_id, PixelShaderData* data) = 0; }; } // namespace VideoCommon