dolphin/Source/Core/VideoCommon/Assets
2025-06-06 23:03:02 -05:00
..
CustomAsset.cpp VideoCommon: remove 'GetByteSizeInMemory()' from custom asset, it is not needed anymore 2025-06-06 23:03:02 -05:00
CustomAsset.h VideoCommon: remove 'GetByteSizeInMemory()' from custom asset, it is not needed anymore 2025-06-06 23:03:02 -05:00
CustomAssetLibrary.h VideoCommon: rename m_bytes_loaded in asset library to bytes_loaded 2025-06-06 23:03:02 -05:00
CustomAssetLoader.cpp VideoCommon: add resource manager and new asset loader; the resource manager uses a least recently used cache to determine which assets get priority for loading. Additionally, if the system is low on memory, assets will be purged with the less requested assets being the first to go. The loader is multithreaded now and loads assets as quickly as possible as long as memory is available 2025-06-06 23:03:02 -05:00
CustomAssetLoader.h VideoCommon: add resource manager and new asset loader; the resource manager uses a least recently used cache to determine which assets get priority for loading. Additionally, if the system is low on memory, assets will be purged with the less requested assets being the first to go. The loader is multithreaded now and loads assets as quickly as possible as long as memory is available 2025-06-06 23:03:02 -05:00
CustomResourceManager.cpp VideoCommon: add resource manager and new asset loader; the resource manager uses a least recently used cache to determine which assets get priority for loading. Additionally, if the system is low on memory, assets will be purged with the less requested assets being the first to go. The loader is multithreaded now and loads assets as quickly as possible as long as memory is available 2025-06-06 23:03:02 -05:00
CustomResourceManager.h VideoCommon: add resource manager and new asset loader; the resource manager uses a least recently used cache to determine which assets get priority for loading. Additionally, if the system is low on memory, assets will be purged with the less requested assets being the first to go. The loader is multithreaded now and loads assets as quickly as possible as long as memory is available 2025-06-06 23:03:02 -05:00
CustomTextureData.cpp
CustomTextureData.h
DirectFilesystemAssetLibrary.cpp VideoCommon: watch texture pack folder for texture reloads (from dynamic input textures) 2025-06-06 23:03:02 -05:00
DirectFilesystemAssetLibrary.h VideoCommon: watch texture pack folder for texture reloads (from dynamic input textures) 2025-06-06 23:03:02 -05:00
MaterialAsset.cpp VideoCommon: rename m_bytes_loaded in asset library to bytes_loaded 2025-06-06 23:03:02 -05:00
MaterialAsset.h
MeshAsset.cpp VideoCommon: rename m_bytes_loaded in asset library to bytes_loaded 2025-06-06 23:03:02 -05:00
MeshAsset.h
ShaderAsset.cpp VideoCommon: rename m_bytes_loaded in asset library to bytes_loaded 2025-06-06 23:03:02 -05:00
ShaderAsset.h
TextureAsset.cpp VideoCommon: rename m_bytes_loaded in asset library to bytes_loaded 2025-06-06 23:03:02 -05:00
TextureAsset.h
TextureAssetUtils.cpp
TextureAssetUtils.h
Types.h
WatchableFilesystemAssetLibrary.h VideoCommon: watch texture pack folder for texture reloads (from dynamic input textures) 2025-06-06 23:03:02 -05:00