// Copyright 2023 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #pragma once #include #include #include #include #include #include "VideoCommon/Assets/CustomTextureData.h" #include "VideoCommon/Assets/TextureAsset.h" #include "VideoCommon/Assets/Types.h" #include "VideoCommon/Assets/WatchableFilesystemAssetLibrary.h" namespace VideoCommon { // This class implements 'CustomAssetLibrary' and loads any assets // directly from the filesystem class DirectFilesystemAssetLibrary final : public WatchableFilesystemAssetLibrary { public: LoadInfo LoadTexture(const AssetID& asset_id, TextureAndSamplerData* data) override; LoadInfo LoadTexture(const AssetID& asset_id, CustomTextureData* 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; // 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, Assets::AssetMap asset_path_map); private: void PathModified(std::string_view path) override; // Gets the asset map given an asset id Assets::AssetMap GetAssetMapForID(const AssetID& asset_id) const; mutable std::mutex m_asset_map_lock; std::map m_asset_id_to_asset_map_path; mutable std::mutex m_path_map_lock; std::map> m_path_to_asset_id; }; } // namespace VideoCommon