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AssetListener.h
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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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2025-11-23 11:04:24 -06:00 |
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CustomAsset.cpp
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VideoCommon: remove 'GetByteSizeInMemory()' from custom asset, it is not needed anymore
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2025-06-06 23:03:02 -05:00 |
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CustomAsset.h
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VideoCommon: remove 'GetByteSizeInMemory()' from custom asset, it is not needed anymore
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2025-06-06 23:03:02 -05:00 |
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CustomAssetCache.cpp
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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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2025-11-23 11:04:24 -06:00 |
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CustomAssetCache.h
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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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2025-11-23 11:04:24 -06:00 |
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CustomAssetLibrary.h
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VideoCommon: update shader asset to support both vertex and pixel shaders; rename to 'RasterSurfaceShader'
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2025-08-22 19:48:22 -05:00 |
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CustomAssetLoader.cpp
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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
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2025-06-06 23:03:02 -05:00 |
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CustomAssetLoader.h
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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
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2025-06-06 23:03:02 -05:00 |
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CustomTextureData.cpp
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Common and VideoCommon: Change texture data from std::vector to Common::UniqueBuffer.
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2025-05-03 18:32:30 -05:00 |
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CustomTextureData.h
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Common and VideoCommon: Change texture data from std::vector to Common::UniqueBuffer.
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2025-05-03 18:32:30 -05:00 |
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DirectFilesystemAssetLibrary.cpp
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VideoCommon: add custom includer to custom shaders, this will allow us to ship built-in custom shaders in the future
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2025-11-23 11:04:51 -06:00 |
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DirectFilesystemAssetLibrary.h
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VideoCommon: update shader asset to support both vertex and pixel shaders; rename to 'RasterSurfaceShader'
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2025-08-22 19:48:22 -05:00 |
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MaterialAsset.cpp
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VideoCommon: fix MaterialAsset so that boolean parameters are written to memory as integers, matching the format internally expected by shaders
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2025-11-20 23:51:34 -06:00 |
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MaterialAsset.h
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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)
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2025-08-23 15:17:49 -05:00 |
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MeshAsset.cpp
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VideoCommon: rename m_bytes_loaded in asset library to bytes_loaded
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2025-06-06 23:03:02 -05:00 |
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MeshAsset.h
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ShaderAsset.cpp
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ShaderAsset: Fix shadowed variable
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2025-12-29 11:12:07 +01:00 |
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ShaderAsset.h
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VideoCommon: add custom includer to custom shaders, this will allow us to ship built-in custom shaders in the future
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2025-11-23 11:04:51 -06:00 |
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TextureAsset.cpp
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VideoCommon: add TextureAndSamplerAsset, this asset contains both the raw texture data and data about how the texture should be sampled
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2025-08-20 19:41:22 -05:00 |
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TextureAsset.h
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VideoCommon: add TextureAndSamplerAsset, this asset contains both the raw texture data and data about how the texture should be sampled
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2025-08-20 19:41:22 -05:00 |
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TextureAssetUtils.cpp
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VideoCommon: add TextureAndSamplerAsset, this asset contains both the raw texture data and data about how the texture should be sampled
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2025-08-20 19:41:22 -05:00 |
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TextureAssetUtils.h
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VideoCommon: add TextureAndSamplerAsset, this asset contains both the raw texture data and data about how the texture should be sampled
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2025-08-20 19:41:22 -05:00 |
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TextureSamplerValue.cpp
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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)
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2025-08-23 15:17:49 -05:00 |
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TextureSamplerValue.h
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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)
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2025-08-23 15:17:49 -05:00 |
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Types.h
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VideoCommon: move AssetMap to a types header file, so it can be pulled in without the DirectFilesystemAssetLibrary dependencies, the header will be expanded later
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2025-06-06 23:03:02 -05:00 |
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WatchableFilesystemAssetLibrary.h
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VideoCommon: watch texture pack folder for texture reloads (from dynamic input textures)
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2025-06-06 23:03:02 -05:00 |