VideoCommon: move AssetMap to a types header file, so it can be pulled in without the DirectFilesystemAssetLibrary dependencies, the header will be expanded later

This commit is contained in:
iwubcode
2024-07-04 17:41:49 -05:00
parent 7d59c2743d
commit 2ae43324cb
6 changed files with 27 additions and 12 deletions

View File

@ -10,6 +10,7 @@
#include "VideoCommon/Assets/CustomAssetLibrary.h"
#include "VideoCommon/Assets/CustomTextureData.h"
#include "VideoCommon/Assets/Types.h"
namespace VideoCommon
{
@ -18,8 +19,6 @@ namespace VideoCommon
class DirectFilesystemAssetLibrary final : public CustomAssetLibrary
{
public:
using AssetMap = std::map<std::string, std::filesystem::path>;
LoadInfo LoadTexture(const AssetID& asset_id, TextureData* data) override;
LoadInfo LoadPixelShader(const AssetID& asset_id, PixelShaderData* data) override;
LoadInfo LoadMaterial(const AssetID& asset_id, MaterialData* data) override;
@ -28,16 +27,16 @@ 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, 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);
// 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_lock;
std::map<AssetID, std::map<std::string, std::filesystem::path>> m_assetid_to_asset_map_path;
std::map<AssetID, Assets::AssetMap> m_asset_id_to_asset_map_path;
};
} // namespace VideoCommon