dolphin/Source/Core/VideoCommon/Assets
2025-11-23 11:04:51 -06:00
..
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 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 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
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 MaterialAsset: Fix shadowed field 2025-10-29 11:12:31 +01:00
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 VideoCommon: watch texture pack folder for texture reloads (from dynamic input textures) 2025-06-06 23:03:02 -05:00