// Copyright 2023 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "VideoCommon/Assets/CustomAsset.h" #include namespace VideoCommon { CustomAsset::CustomAsset(std::shared_ptr library, const CustomAssetLibrary::AssetID& asset_id, u64 asset_handle) : m_owning_library(std::move(library)), m_asset_id(asset_id), m_handle(asset_handle) { } std::size_t CustomAsset::Load() { std::lock_guard lk(m_info_lock); // The load time needs to come from before the data is actually read. // Using a time point from after the read marks the asset as more up-to-date than it actually is, // and has potential to race (and not be updated) if a change happens immediately after load. const auto load_time = ClockType::now(); const auto load_information = LoadImpl(m_asset_id); if (load_information.bytes_loaded > 0) { m_bytes_loaded = load_information.bytes_loaded; m_last_loaded_time = load_time; return m_bytes_loaded; } return 0; } std::size_t CustomAsset::Unload() { std::lock_guard lk(m_info_lock); UnloadImpl(); return std::exchange(m_bytes_loaded, 0); } CustomAsset::TimeType CustomAsset::GetLastLoadedTime() const { return m_last_loaded_time; } std::size_t CustomAsset::GetHandle() const { return m_handle; } const CustomAssetLibrary::AssetID& CustomAsset::GetAssetId() const { return m_asset_id; } } // namespace VideoCommon