dolphin/Source/Core/VideoCommon/Assets
Martino Fontana a14c88ba67 Remove unused imports
Yellow squiggly lines begone!
Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes.
If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed.
The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports.
Not everything is removed, but the cleanup should be substantial enough.
Because this done on Linux, code that isn't used on it is mostly untouched.
(Hopefully no open PR is depending on these imports...)
2026-01-25 16:12:15 +01:00
..
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 Remove unused imports 2026-01-25 16:12:15 +01:00
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 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
CustomTextureData.cpp Common and VideoCommon: Change texture data from std::vector to Common::UniqueBuffer. 2025-05-03 18:32:30 -05:00
CustomTextureData.h Common and VideoCommon: Change texture data from std::vector to Common::UniqueBuffer. 2025-05-03 18:32:30 -05:00
DirectFilesystemAssetLibrary.cpp Remove unused imports 2026-01-25 16:12:15 +01:00
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 Remove unused imports 2026-01-25 16:12:15 +01:00
MeshAsset.cpp Remove unused imports 2026-01-25 16:12:15 +01:00
MeshAsset.h VideoCommon: make mesh asset data loadable by asset loader 2024-02-12 21:45:32 -06:00
ShaderAsset.cpp ShaderAsset: Fix shadowed variable 2025-12-29 11:12:07 +01:00
ShaderAsset.h Fix various typos and spelling mistakes 2026-01-17 20:11:38 +01:00
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 Fix various typos and spelling mistakes 2026-01-17 20:11:38 +01:00
Types.h VideoCommon: move AssetMap to a types header file, so it can be pulled in without the DirectFilesystemAssetLibrary dependencies, the header will be expanded later 2025-06-06 23:03:02 -05:00
WatchableFilesystemAssetLibrary.h VideoCommon: watch texture pack folder for texture reloads (from dynamic input textures) 2025-06-06 23:03:02 -05:00