| .. |
|
AssetListener.h
|
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.
|
2025-11-23 11:04:24 -06:00 |
|
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 |
|
CustomAssetCache.cpp
|
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.
|
2025-11-23 11:04:24 -06:00 |
|
CustomAssetCache.h
|
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.
|
2025-11-23 11:04:24 -06:00 |
|
CustomAssetLibrary.h
|
VideoCommon: update shader asset to support both vertex and pixel shaders; rename to 'RasterSurfaceShader'
|
2025-08-22 19:48:22 -05:00 |
|
CustomAssetLoader.cpp
|
|
|
|
CustomAssetLoader.h
|
|
|
|
CustomTextureData.cpp
|
|
|
|
CustomTextureData.h
|
|
|
|
DirectFilesystemAssetLibrary.cpp
|
VideoCommon: add custom includer to custom shaders, this will allow us to ship built-in custom shaders in the future
|
2025-11-23 11:04:51 -06:00 |
|
DirectFilesystemAssetLibrary.h
|
VideoCommon: update shader asset to support both vertex and pixel shaders; rename to 'RasterSurfaceShader'
|
2025-08-22 19:48:22 -05:00 |
|
MaterialAsset.cpp
|
VideoCommon: fix MaterialAsset so that boolean parameters are written to memory as integers, matching the format internally expected by shaders
|
2025-11-20 23:51:34 -06:00 |
|
MaterialAsset.h
|
VideoCommon: update material asset to support render state properties, support multi-pass, and textures are now split out (as well as supporting a way to calculate sampler origin)
|
2025-08-23 15:17:49 -05:00 |
|
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: update ShaderAsset to use a vector of properties, this way we ensure the order of these properties match the order of the material
|
2025-11-21 14:31:10 -06:00 |
|
ShaderAsset.h
|
VideoCommon: add custom includer to custom shaders, this will allow us to ship built-in custom shaders in the future
|
2025-11-23 11:04:51 -06:00 |
|
TextureAsset.cpp
|
VideoCommon: add TextureAndSamplerAsset, this asset contains both the raw texture data and data about how the texture should be sampled
|
2025-08-20 19:41:22 -05:00 |
|
TextureAsset.h
|
VideoCommon: add TextureAndSamplerAsset, this asset contains both the raw texture data and data about how the texture should be sampled
|
2025-08-20 19:41:22 -05:00 |
|
TextureAssetUtils.cpp
|
VideoCommon: add TextureAndSamplerAsset, this asset contains both the raw texture data and data about how the texture should be sampled
|
2025-08-20 19:41:22 -05:00 |
|
TextureAssetUtils.h
|
VideoCommon: add TextureAndSamplerAsset, this asset contains both the raw texture data and data about how the texture should be sampled
|
2025-08-20 19:41:22 -05:00 |
|
TextureSamplerValue.cpp
|
VideoCommon: update material asset to support render state properties, support multi-pass, and textures are now split out (as well as supporting a way to calculate sampler origin)
|
2025-08-23 15:17:49 -05:00 |
|
TextureSamplerValue.h
|
VideoCommon: update material asset to support render state properties, support multi-pass, and textures are now split out (as well as supporting a way to calculate sampler origin)
|
2025-08-23 15:17:49 -05:00 |
|
Types.h
|
|
|
|
WatchableFilesystemAssetLibrary.h
|
|
|