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VideoCommon: move AssetMap to a types header file, so it can be pulled in without the DirectFilesystemAssetLibrary dependencies, the header will be expanded later
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@ -10,6 +10,7 @@
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#include "VideoCommon/Assets/CustomAssetLibrary.h"
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#include "VideoCommon/Assets/CustomTextureData.h"
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#include "VideoCommon/Assets/Types.h"
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namespace VideoCommon
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{
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@ -18,8 +19,6 @@ namespace VideoCommon
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class DirectFilesystemAssetLibrary final : public CustomAssetLibrary
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{
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public:
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using AssetMap = std::map<std::string, std::filesystem::path>;
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LoadInfo LoadTexture(const AssetID& asset_id, TextureData* data) override;
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LoadInfo LoadPixelShader(const AssetID& asset_id, PixelShaderData* data) override;
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LoadInfo LoadMaterial(const AssetID& asset_id, MaterialData* data) override;
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@ -28,16 +27,16 @@ public:
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// Assigns the asset id to a map of files, how this map is read is dependent on the data
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// For instance, a raw texture would expect the map to have a single entry and load that
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// file as the asset. But a model file data might have its data spread across multiple files
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void SetAssetIDMapData(const AssetID& asset_id, AssetMap asset_path_map);
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void SetAssetIDMapData(const AssetID& asset_id, Assets::AssetMap asset_path_map);
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private:
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// Loads additional mip levels into the texture structure until _mip<N> texture is not found
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bool LoadMips(const std::filesystem::path& asset_path, CustomTextureData::ArraySlice* data);
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// Gets the asset map given an asset id
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AssetMap GetAssetMapForID(const AssetID& asset_id) const;
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Assets::AssetMap GetAssetMapForID(const AssetID& asset_id) const;
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mutable std::mutex m_lock;
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std::map<AssetID, std::map<std::string, std::filesystem::path>> m_assetid_to_asset_map_path;
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std::map<AssetID, Assets::AssetMap> m_asset_id_to_asset_map_path;
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};
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} // namespace VideoCommon
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