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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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@ -663,6 +663,7 @@
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<ClInclude Include="VideoCommon\Assets\MeshAsset.h" />
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<ClInclude Include="VideoCommon\Assets\ShaderAsset.h" />
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<ClInclude Include="VideoCommon\Assets\TextureAsset.h" />
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<ClInclude Include="VideoCommon\Assets\Types.h" />
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<ClInclude Include="VideoCommon\Assets\WatchableFilesystemAssetLibrary.h" />
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<ClInclude Include="VideoCommon\AsyncRequests.h" />
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<ClInclude Include="VideoCommon\AsyncShaderCompiler.h" />
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@ -436,9 +436,9 @@ CustomAssetLibrary::LoadInfo DirectFilesystemAssetLibrary::LoadTexture(const Ass
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}
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void DirectFilesystemAssetLibrary::SetAssetIDMapData(const AssetID& asset_id,
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AssetMap asset_path_map)
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VideoCommon::Assets::AssetMap asset_path_map)
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{
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AssetMap previous_asset_map;
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VideoCommon::Assets::AssetMap previous_asset_map;
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{
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std::lock_guard lk(m_asset_map_lock);
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previous_asset_map = m_assetid_to_asset_map_path[asset_id];
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@ -526,7 +526,7 @@ bool DirectFilesystemAssetLibrary::LoadMips(const std::filesystem::path& asset_p
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return true;
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}
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DirectFilesystemAssetLibrary::AssetMap
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VideoCommon::Assets::AssetMap
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DirectFilesystemAssetLibrary::GetAssetMapForID(const AssetID& asset_id) const
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{
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std::lock_guard lk(m_asset_map_lock);
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@ -9,6 +9,7 @@
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#include <string>
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#include "VideoCommon/Assets/CustomTextureData.h"
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#include "VideoCommon/Assets/Types.h"
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#include "VideoCommon/Assets/WatchableFilesystemAssetLibrary.h"
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namespace VideoCommon
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@ -18,8 +19,6 @@ namespace VideoCommon
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class DirectFilesystemAssetLibrary final : public WatchableFilesystemAssetLibrary
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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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@ -31,7 +30,7 @@ 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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void PathModified(std::string_view path) override;
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@ -40,10 +39,10 @@ private:
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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_asset_map_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_assetid_to_asset_map_path;
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mutable std::mutex m_path_map_lock;
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std::map<std::string, AssetID, std::less<>> m_path_to_asset_id;
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13
Source/Core/VideoCommon/Assets/Types.h
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13
Source/Core/VideoCommon/Assets/Types.h
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@ -0,0 +1,13 @@
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// Copyright 2024 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <filesystem>
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#include <map>
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#include <string>
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namespace VideoCommon::Assets
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{
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using AssetMap = std::map<std::string, std::filesystem::path>;
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}
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@ -26,6 +26,7 @@ add_library(videocommon
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Assets/ShaderAsset.h
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Assets/TextureAsset.cpp
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Assets/TextureAsset.h
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Assets/Types.h
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Assets/WatchableFilesystemAssetLibrary.cpp
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Assets/WatchableFilesystemAssetLibrary.h
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AsyncRequests.cpp
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@ -7,12 +7,13 @@
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#include <picojson.h>
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#include "VideoCommon/Assets/DirectFilesystemAssetLibrary.h"
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#include "VideoCommon/Assets/CustomAssetLibrary.h"
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#include "VideoCommon/Assets/Types.h"
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struct GraphicsModAssetConfig
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{
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VideoCommon::CustomAssetLibrary::AssetID m_asset_id;
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VideoCommon::DirectFilesystemAssetLibrary::AssetMap m_map;
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VideoCommon::Assets::AssetMap m_map;
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void SerializeToConfig(picojson::object& json_obj) const;
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bool DeserializeFromConfig(const picojson::object& obj);
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