Files
parallel-gx1/Source/Core/VideoCommon/Assets/DirectFilesystemAssetLibrary.h
LibretroAdmin d87659dbcb Externals: remove watcher, and live reload of custom textures
watcher ran a thread per watched directory (the texture pack's, the
graphics mods') so that a texture file changed on disk while a game
ran was loaded again; on Windows its backend throws, so its file was
the one built with exceptions. A texture pack or mod is now read as the
game starts, and a change to it is seen at the next start.

With it go Common::FilesystemWatcher, the library's map from file to
asset kept only to answer the watcher, and the asset cache's dirty
asset queue that only the watcher filled.
2026-11-11 09:04:28 +01:00

45 lines
1.6 KiB
C++

// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <chrono>
#include <filesystem>
#include <map>
#include <string>
#include "VideoCommon/Assets/CustomTextureData.h"
#include "VideoCommon/Assets/TextureAsset.h"
#include "VideoCommon/Assets/Types.h"
#include "VideoCommon/Assets/CustomAssetLibrary.h"
#include "Common/AtomicMap.h"
namespace VideoCommon
{
// This class implements 'CustomAssetLibrary' and loads any assets
// directly from the filesystem
class DirectFilesystemAssetLibrary final : public CustomAssetLibrary
{
public:
DirectFilesystemAssetLibrary();
~DirectFilesystemAssetLibrary() override;
DirectFilesystemAssetLibrary(const DirectFilesystemAssetLibrary&) = delete;
DirectFilesystemAssetLibrary& operator=(const DirectFilesystemAssetLibrary&) = delete;
LoadInfo LoadTexture(const AssetID& asset_id, CustomTextureData* data) override;
// Assigns the asset id to a map of files, how this map is read is dependent on the data
// For instance, a raw texture would expect the map to have a single entry and load that
// file as the asset. But a model file data might have its data spread across multiple files
void SetAssetIDMapData(const AssetID& asset_id, Assets::AssetMap asset_path_map);
private:
// Gets the asset map given an asset id
Assets::AssetMap GetAssetMapForID(const AssetID& asset_id) const;
// Written while mods and texture packs load, read by the loader threads: a lock-free map
// keyed by the string's bytes, each value swapped whole.
atomic_value_map_t* m_asset_id_to_asset_map_path; // AssetMapValue
};
} // namespace VideoCommon