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// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <string>
namespace VideoCommon
{
class CustomTextureData;
struct MaterialData;
struct MeshData;
struct RasterSurfaceShaderData;
struct TextureAndSamplerData;
// This class provides functionality to load
// specific data (like textures). Where this data
// is loaded from is implementation defined
class CustomAssetLibrary
{
public:
// The AssetID is a unique identifier for a particular asset
using AssetID = std::string;
struct LoadInfo
{
std::size_t bytes_loaded = 0;
};
virtual ~CustomAssetLibrary() = default;
// 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, if there are no levels, bytes loaded will be empty
virtual LoadInfo LoadTexture(const AssetID& asset_id, CustomTextureData* data) = 0;
// Loads a raster surface shader
virtual LoadInfo LoadRasterSurfaceShader(const AssetID& asset_id,
RasterSurfaceShaderData* data) = 0;
// Loads a material
virtual LoadInfo LoadMaterial(const AssetID& asset_id, MaterialData* data) = 0;
// Loads a mesh
virtual LoadInfo LoadMesh(const AssetID& asset_id, MeshData* data) = 0;
};
} // namespace VideoCommon
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