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VideoCommon: add custom asset implementation and asset library that can load an asset
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45
Source/Core/VideoCommon/Assets/CustomAsset.cpp
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45
Source/Core/VideoCommon/Assets/CustomAsset.cpp
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// Copyright 2023 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/Assets/CustomAsset.h"
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namespace VideoCommon
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{
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CustomAsset::CustomAsset(std::shared_ptr<CustomAssetLibrary> library,
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const CustomAssetLibrary::AssetID& asset_id)
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: m_owning_library(std::move(library)), m_asset_id(asset_id)
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{
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}
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bool CustomAsset::Load()
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{
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const auto load_information = LoadImpl(m_asset_id);
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if (load_information.m_bytes_loaded > 0)
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{
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m_bytes_loaded = load_information.m_bytes_loaded;
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m_last_loaded_time = load_information.m_load_time;
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}
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return load_information.m_bytes_loaded != 0;
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}
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CustomAssetLibrary::TimeType CustomAsset::GetLastWriteTime() const
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{
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return m_owning_library->GetLastAssetWriteTime(m_asset_id);
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}
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const CustomAssetLibrary::TimeType& CustomAsset::GetLastLoadedTime() const
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{
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return m_last_loaded_time;
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}
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const CustomAssetLibrary::AssetID& CustomAsset::GetAssetId() const
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{
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return m_asset_id;
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}
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std::size_t CustomAsset::GetByteSizeInMemory() const
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{
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return m_bytes_loaded;
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}
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} // namespace VideoCommon
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