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VideoCommon: add additional locks around asset access and usage to ensure thread safety
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@ -5,6 +5,7 @@
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#include <chrono>
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#include <filesystem>
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#include <map>
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#include <mutex>
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#include <string>
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#include "VideoCommon/Assets/CustomAssetLibrary.h"
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@ -18,6 +19,8 @@ class CustomTextureData;
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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, CustomTextureData* data) override;
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// Gets the latest time from amongst all the files in the asset map
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@ -26,12 +29,16 @@ 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,
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std::map<std::string, std::filesystem::path> asset_path_map);
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void SetAssetIDMapData(const AssetID& asset_id, 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* 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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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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};
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} // namespace VideoCommon
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