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-rw-r--r--Source/Core/VideoCommon/Assets/DirectFilesystemAssetLibrary.h28
1 files changed, 14 insertions, 14 deletions
diff --git a/Source/Core/VideoCommon/Assets/DirectFilesystemAssetLibrary.h b/Source/Core/VideoCommon/Assets/DirectFilesystemAssetLibrary.h
index c4d99baf82..e3a8e81334 100644
--- a/Source/Core/VideoCommon/Assets/DirectFilesystemAssetLibrary.h
+++ b/Source/Core/VideoCommon/Assets/DirectFilesystemAssetLibrary.h
@@ -8,39 +8,39 @@
#include <mutex>
#include <string>
-#include "VideoCommon/Assets/CustomAssetLibrary.h"
#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 CustomAssetLibrary
+class DirectFilesystemAssetLibrary final : public WatchableFilesystemAssetLibrary
{
public:
- using AssetMap = std::map<std::string, std::filesystem::path>;
-
- LoadInfo LoadTexture(const AssetID& asset_id, TextureData* data) override;
+ 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;
- // 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);
+ void SetAssetIDMapData(const AssetID& asset_id, Assets::AssetMap asset_path_map);
private:
- // Loads additional mip levels into the texture structure until _mip<N> texture is not found
- bool LoadMips(const std::filesystem::path& asset_path, CustomTextureData::ArraySlice* data);
+ void PathModified(std::string_view path) override;
// Gets the asset map given an asset id
- AssetMap GetAssetMapForID(const AssetID& asset_id) const;
+ Assets::AssetMap GetAssetMapForID(const AssetID& asset_id) const;
+
+ mutable std::mutex m_asset_map_lock;
+ std::map<AssetID, Assets::AssetMap> m_asset_id_to_asset_map_path;
- mutable std::mutex m_lock;
- std::map<AssetID, std::map<std::string, std::filesystem::path>> m_assetid_to_asset_map_path;
+ mutable std::mutex m_path_map_lock;
+ std::map<std::string, AssetID, std::less<>> m_path_to_asset_id;
};
} // namespace VideoCommon