// Copyright 2023 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #pragma once #include #include #include #include #include #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; LoadInfo LoadTexture(const AssetID& asset_id, TextureData* data) override; 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 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> m_assetid_to_asset_map_path; }; } // namespace VideoCommon