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VideoCommon: remove 'GetLastAssetWriteTime' and switch to a steady_clock for asset times
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@ -21,15 +21,12 @@ struct TextureData;
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class CustomAssetLibrary
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{
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public:
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using TimeType = std::chrono::system_clock::time_point;
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// The AssetID is a unique identifier for a particular asset
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using AssetID = std::string;
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struct LoadInfo
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{
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std::size_t m_bytes_loaded = 0;
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TimeType m_load_time = {};
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};
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virtual ~CustomAssetLibrary() = default;
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@ -37,9 +34,6 @@ public:
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// Loads a texture, if there are no levels, bytes loaded will be empty
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virtual LoadInfo LoadTexture(const AssetID& asset_id, TextureData* data) = 0;
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// Gets the last write time for a given asset id
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virtual TimeType GetLastAssetWriteTime(const AssetID& asset_id) const = 0;
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// Loads a texture as a game texture, providing additional checks like confirming
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// each mip level size is correct and that the format is consistent across the data
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LoadInfo LoadGameTexture(const AssetID& asset_id, TextureData* data);
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