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83 lines
3.1 KiB
C++
83 lines
3.1 KiB
C++
// Copyright 2025 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 <map>
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#include <memory>
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#include "Common/HookableEvent.h"
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#include "Common/WorkQueueThread.h"
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#include "VideoCommon/AbstractTexture.h"
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#include "VideoCommon/Assets/CustomAssetCache.h"
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#include "VideoCommon/AsyncShaderCompiler.h"
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#include "VideoCommon/Resources/MaterialResource.h"
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#include "VideoCommon/Resources/ShaderResource.h"
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#include "VideoCommon/Resources/TextureAndSamplerResource.h"
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#include "VideoCommon/Resources/TextureDataResource.h"
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#include "VideoCommon/Resources/TexturePool.h"
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namespace VideoCommon
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{
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class CustomResourceManager
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{
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public:
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void Initialize();
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void Shutdown();
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void Reset();
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// Request that an asset be reloaded
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void MarkAssetDirty(const CustomAssetLibrary::AssetID& asset_id);
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void XFBTriggered();
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void SetHostConfig(const ShaderHostConfig& host_config);
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TextureDataResource*
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GetTextureDataFromAsset(const CustomAssetLibrary::AssetID& asset_id,
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std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
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MaterialResource* GetMaterialFromAsset(const CustomAssetLibrary::AssetID& asset_id,
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const GXPipelineUid& pipeline_uid,
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std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
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ShaderResource* GetShaderFromAsset(const CustomAssetLibrary::AssetID& asset_id,
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std::size_t shader_key, const GXPipelineUid& pipeline_uid,
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const std::string& preprocessor_settings,
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std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
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TextureAndSamplerResource*
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GetTextureAndSamplerFromAsset(const CustomAssetLibrary::AssetID& asset_id,
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std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
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private:
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Resource::ResourceContext
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CreateResourceContext(const CustomAssetLibrary::AssetID& asset_id,
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std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
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CustomAssetCache m_asset_cache;
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TexturePool m_texture_pool;
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Common::AsyncWorkThreadSP m_worker_thread;
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std::unique_ptr<AsyncShaderCompiler> m_async_shader_compiler;
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using PipelineIdToMaterial = std::map<std::size_t, std::unique_ptr<MaterialResource>>;
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std::map<CustomAssetLibrary::AssetID, PipelineIdToMaterial> m_material_resources;
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using ShaderKeyToShader = std::map<std::size_t, std::unique_ptr<ShaderResource>>;
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std::map<CustomAssetLibrary::AssetID, ShaderKeyToShader> m_shader_resources;
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std::map<CustomAssetLibrary::AssetID, std::unique_ptr<TextureDataResource>>
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m_texture_data_resources;
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std::map<CustomAssetLibrary::AssetID, std::unique_ptr<TextureAndSamplerResource>>
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m_texture_sampler_resources;
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ShaderHostConfig m_host_config;
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Common::EventHook m_xfb_event;
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std::unique_ptr<AbstractTexture> m_invalid_transparent_texture;
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std::unique_ptr<AbstractTexture> m_invalid_color_texture;
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std::unique_ptr<AbstractTexture> m_invalid_cubemap_texture;
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std::unique_ptr<AbstractTexture> m_invalid_array_texture;
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};
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} // namespace VideoCommon
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