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// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "Common/WorkQueueThread.h"
#include "VideoCommon/Assets/AssetListener.h"
#include "VideoCommon/Assets/CustomAssetLibrary.h"
#include <memory>
#include <unordered_set>
class AbstractTexture;
namespace VideoCommon
{
class AsyncShaderCompiler;
class CustomAssetCache;
class CustomResourceManager;
class TexturePool;
// A resource is an abstract object that maintains
// relationships between assets (ex: a material that references a texture),
// as well as a standard way of calculating the final data (ex: a material's AbstractPipeline)
class Resource : public AssetListener
{
public:
// Everything the resource needs to manage itself
struct ResourceContext
{
CustomAssetLibrary::AssetID primary_asset_id;
std::shared_ptr<CustomAssetLibrary> asset_library;
CustomAssetCache* asset_cache;
CustomResourceManager* resource_manager;
TexturePool* texture_pool;
Common::AsyncWorkThreadSP* worker_queue;
AsyncShaderCompiler* shader_compiler;
AbstractTexture* invalid_array_texture;
AbstractTexture* invalid_color_texture;
AbstractTexture* invalid_cubemap_texture;
AbstractTexture* invalid_transparent_texture;
};
explicit Resource(ResourceContext resource_context);
enum class TaskComplete
{
Yes,
No,
Error,
};
void Process();
TaskComplete IsDataProcessed() const { return m_data_processed; }
void AddReference(Resource* reference);
void RemoveReference(Resource* reference);
virtual void MarkAsActive() = 0;
virtual void MarkAsPending() = 0;
protected:
ResourceContext m_resource_context;
private:
void ProcessCurrentTask();
void NotifyAssetChanged(bool has_error);
void NotifyAssetUnloaded();
void NotifyAssetLoadSuccess() final;
void NotifyAssetLoadFailed() final;
void AssetUnloaded() final;
virtual void OnUnloadRequested();
friend class CustomResourceManager;
virtual void ResetData();
virtual TaskComplete CollectPrimaryData();
virtual TaskComplete CollectDependencyData();
virtual TaskComplete ProcessData();
TaskComplete m_data_processed = TaskComplete::No;
enum class Task
{
ReloadData,
CollectPrimaryData,
CollectDependencyData,
ProcessData,
DataAvailable,
};
Task m_current_task = Task::ReloadData;
std::unordered_set<Resource*> m_references;
};
} // namespace VideoCommon
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