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Diffstat (limited to 'Source/Core/VideoCommon/Assets/CustomAssetLibrary.h')
-rw-r--r--Source/Core/VideoCommon/Assets/CustomAssetLibrary.h20
1 files changed, 7 insertions, 13 deletions
diff --git a/Source/Core/VideoCommon/Assets/CustomAssetLibrary.h b/Source/Core/VideoCommon/Assets/CustomAssetLibrary.h
index b4831ea650..2ab8da408c 100644
--- a/Source/Core/VideoCommon/Assets/CustomAssetLibrary.h
+++ b/Source/Core/VideoCommon/Assets/CustomAssetLibrary.h
@@ -10,10 +10,11 @@
namespace VideoCommon
{
+class CustomTextureData;
struct MaterialData;
struct MeshData;
struct PixelShaderData;
-struct TextureData;
+struct TextureAndSamplerData;
// This class provides functionality to load
// specific data (like textures). Where this data
@@ -21,28 +22,21 @@ struct TextureData;
class CustomAssetLibrary
{
public:
- using TimeType = std::chrono::system_clock::time_point;
-
// The AssetID is a unique identifier for a particular asset
using AssetID = std::string;
struct LoadInfo
{
- std::size_t m_bytes_loaded = 0;
- TimeType m_load_time = {};
+ std::size_t bytes_loaded = 0;
};
virtual ~CustomAssetLibrary() = default;
- // Loads a texture, if there are no levels, bytes loaded will be empty
- virtual LoadInfo LoadTexture(const AssetID& asset_id, TextureData* data) = 0;
-
- // Gets the last write time for a given asset id
- virtual TimeType GetLastAssetWriteTime(const AssetID& asset_id) const = 0;
+ // Loads a texture with a sampler and type, if there are no levels, bytes loaded will be empty
+ virtual LoadInfo LoadTexture(const AssetID& asset_id, TextureAndSamplerData* data) = 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, TextureData* data);
+ // Loads a texture, if there are no levels, bytes loaded will be empty
+ virtual LoadInfo LoadTexture(const AssetID& asset_id, CustomTextureData* data) = 0;
// Loads a pixel shader
virtual LoadInfo LoadPixelShader(const AssetID& asset_id, PixelShaderData* data) = 0;