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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 |
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 |
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 |
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 |
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 |
CustomResourceManager.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 |
CustomResourceManager.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 |
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 |
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 |
DirectFilesystemAssetLibrary.cpp
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Merge pull request #13895 from iwubcode/update_shader_asset
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2025-09-16 14:49:33 -04:00 |
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 |
MaterialAsset.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 |
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 |
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 |
MeshAsset.h
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VideoCommon: make mesh asset data loadable by asset loader
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2024-02-12 21:45:32 -06:00 |
ShaderAsset.cpp
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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 |
ShaderAsset.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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |