From 9d7ab477387bb9afc00181dfa70e1e0d1a27b28b Mon Sep 17 00:00:00 2001 From: iwubcode Date: Sun, 4 Jun 2023 23:01:29 -0500 Subject: VideoCommon: add additional locks around asset access and usage to ensure thread safety --- Source/Core/VideoCommon/Assets/DirectFilesystemAssetLibrary.h | 11 +++++++++-- 1 file changed, 9 insertions(+), 2 deletions(-) (limited to 'Source/Core/VideoCommon/Assets/DirectFilesystemAssetLibrary.h') diff --git a/Source/Core/VideoCommon/Assets/DirectFilesystemAssetLibrary.h b/Source/Core/VideoCommon/Assets/DirectFilesystemAssetLibrary.h index d04981dac3..4f02d107cf 100644 --- a/Source/Core/VideoCommon/Assets/DirectFilesystemAssetLibrary.h +++ b/Source/Core/VideoCommon/Assets/DirectFilesystemAssetLibrary.h @@ -5,6 +5,7 @@ #include #include #include +#include #include #include "VideoCommon/Assets/CustomAssetLibrary.h" @@ -18,6 +19,8 @@ class CustomTextureData; class DirectFilesystemAssetLibrary final : public CustomAssetLibrary { public: + using AssetMap = std::map; + LoadInfo LoadTexture(const AssetID& asset_id, CustomTextureData* data) override; // Gets the latest time from amongst all the files in the asset map @@ -26,12 +29,16 @@ public: // 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, - std::map asset_path_map); + 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* 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 -- cgit v1.2.3