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

49 lines
1.6 KiB
C++

// 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