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Both fed user-written GLSL to the backends at runtime, which the move to bytecode emitted straight from the shader generators leaves no compiler for. The frontend's own shader pipeline covers post-processing. The presentation pass keeps a plain copy and the built-in correction shader for output resampling, colour space and gamma correction and HDR scaling, now compiled in rather than loaded from Sys/Shaders. The graphics-mod system keeps its draw, EFB, projection and texture actions; custom pipelines, materials, shader, mesh and sampler assets, the custom constant buffers in every backend and the two mods built on them are gone, along with the shader generators' custom-shader hooks.
43 lines
1.4 KiB
C++
43 lines
1.4 KiB
C++
// Copyright 2023 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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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/CustomTextureData.h"
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#include "VideoCommon/Assets/TextureAsset.h"
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#include "VideoCommon/Assets/Types.h"
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#include "VideoCommon/Assets/WatchableFilesystemAssetLibrary.h"
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namespace VideoCommon
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{
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// This class implements 'CustomAssetLibrary' and loads any assets
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// directly from the filesystem
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class DirectFilesystemAssetLibrary final : public WatchableFilesystemAssetLibrary
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{
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public:
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LoadInfo LoadTexture(const AssetID& asset_id, CustomTextureData* data) override;
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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, Assets::AssetMap asset_path_map);
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private:
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void PathModified(std::string_view path) override;
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// Gets the asset map given an asset id
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Assets::AssetMap GetAssetMapForID(const AssetID& asset_id) const;
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mutable std::mutex m_asset_map_lock;
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std::map<AssetID, Assets::AssetMap> m_asset_id_to_asset_map_path;
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mutable std::mutex m_path_map_lock;
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std::map<std::string, AssetID, std::less<>> m_path_to_asset_id;
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};
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} // namespace VideoCommon
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