VideoCommon: separate the concept of a 'resource' from an 'asset'. A resource is potentially multiple assets that are chained together but represent one type of data to the rest of the system. An example is a 'material'. A 'material' is a collection of textures, a custom shader, and some metadata that all comes together to form what the concept of the material is. There will be a 'material' resource. For now, start small by introducing the interface and change our texture loading which used assets from the old resource manager, to an actual resource.

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iwubcode committed 2025-11-23 11:04:24 -06:00
1 parent 59d9c1772a
commit 2d21a99205
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// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "VideoCommon/Assets/AssetListener.h"
#include "VideoCommon/Assets/CustomAssetLibrary.h"
#include <memory>
#include <unordered_set>
class AbstractTexture;
namespace VideoCommon
{
class CustomAssetCache;
class CustomResourceManager;
// A resource is an abstract object that maintains
// relationships between assets (ex: a material that references a texture),
// as well as a standard way of calculating the final data (ex: a material's AbstractPipeline)
class Resource : public AssetListener
{
public:
// Everything the resource needs to manage itself
struct ResourceContext
{
CustomAssetLibrary::AssetID primary_asset_id;
std::shared_ptr<CustomAssetLibrary> asset_library;
CustomAssetCache* asset_cache;
CustomResourceManager* resource_manager;
};
explicit Resource(ResourceContext resource_context);
enum class TaskComplete
{
Yes,
No,
Error,
};
enum class State
{
ReloadData,
CollectingPrimaryData,
CollectingDependencyData,
ProcessingData,
DataAvailable,
};
TaskComplete IsDataProcessed() const { return m_data_processed; }
State GetState() const { return m_state; }
void AddReference(Resource* reference);
void RemoveReference(Resource* reference);
virtual void MarkAsActive() = 0;
virtual void MarkAsPending() = 0;
protected:
ResourceContext m_resource_context;
private:
void NotifyAssetChanged(bool has_error);
void NotifyAssetUnloaded();
void NotifyAssetLoadSuccess() final;
void NotifyAssetLoadFailed() final;
void AssetUnloaded() final;
virtual void OnUnloadRequested();
friend class CustomResourceManager;
virtual void ResetData();
virtual TaskComplete CollectPrimaryData();
virtual TaskComplete CollectDependencyData();
virtual TaskComplete ProcessData();
TaskComplete m_data_processed = TaskComplete::No;
State m_state = State::ReloadData;
std::unordered_set<Resource*> m_references;
};
} // namespace VideoCommon