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dolphin
/
Source
/
Core
/
VideoCommon
/
Assets
History
Joshua Vandaële
f9fe82f19e
ShaderAsset: Fix shadowed variable
...
`samplers` is a member defined in ShaderAsset.h
2025-12-29 11:12:07 +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
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
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
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
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
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
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