Martino Fontana
a14c88ba67
Remove unused imports
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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
Sintendo
1e0473e44f
Fix various typos and spelling mistakes
2026-01-17 20:11:38 +01:00
Joshua Vandaële
f9fe82f19e
ShaderAsset: Fix shadowed variable
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`samplers` is a member defined in ShaderAsset.h
2025-12-29 11:12:07 +01:00
JMC47
0a3aac6d85
Merge pull request #14043 from iwubcode/custom_resource
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VideoCommon: separate the concept of a 'resource' from an 'asset', add Material/Shader loading
2025-12-22 17:08:02 -05:00
JMC47
9fe177bc21
Merge pull request #14151 from iwubcode/material_asset_boolean
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VideoCommon: fix MaterialAsset so that boolean parameters are written properly
2025-12-22 13:33:48 -05:00
iwubcode
23c637c029
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
iwubcode
2d21a99205
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
iwubcode
2c646cec40
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
iwubcode
1f083a60c9
VideoCommon: update ShaderAsset to remove requirement of the code name being in the shader source, this just makes it more difficult to iteratively test changes, assume shader devs know what they are doing
2025-11-21 14:29:24 -06:00
iwubcode
6e13a7d7e9
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
Jordan Woyak
da6c65bf3b
Common: Remove the string parameters from the HookableEvent interface.
2025-11-06 22:34:40 -06:00
Jordan Woyak
f289b06e0d
Common: Make HookableEvent use non-static data.
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Co-authored-by: Dentomologist <dentomologist@gmail.com >
2025-11-02 17:30:43 -06:00
Joshua Vandaële
280d0e7f8d
MaterialAsset: Fix shadowed field
2025-10-29 11:12:31 +01:00
JMC47
a8a6cfebc7
Merge pull request #13895 from iwubcode/update_shader_asset
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VideoCommon: update shader asset to support additional features in custom pipelines
2025-09-16 14:49:33 -04:00
JMC47
8b0498f5f2
Merge pull request #13889 from iwubcode/texture_and_sampler_asset
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VideoCommon: add TextureAndSamplerAsset for use in custom materials
2025-09-16 14:48:24 -04:00
iwubcode
440999d778
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
iwubcode
6ec8e0ed8a
VideoCommon: update shader asset to support both vertex and pixel shaders; rename to 'RasterSurfaceShader'
2025-08-22 19:48:22 -05:00
iwubcode
4489ea0ec2
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
iwubcode
c3d3b81533
VideoCommon: remove 'GetByteSizeInMemory()' from custom asset, it is not needed anymore
2025-06-06 23:03:02 -05:00
iwubcode
774a84a953
VideoCommon: avoid race conditions with asset load/unload by moving the lock to the entire function, favor atomics for the memory/time getters
2025-06-06 23:03:02 -05:00
iwubcode
b3f50c969e
VideoCommon: rename m_bytes_loaded in asset library to bytes_loaded
2025-06-06 23:03:02 -05:00
iwubcode
3b83907b88
VideoCommon: update CustomAsset's load time to be before the load occurs (this prevents issues where the load time might be incorrectly inflated by long load operations)
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Co-authored-by: Jordan Woyak <jordan.woyak@gmail.com >
2025-06-06 23:03:02 -05:00
iwubcode
d940d62cae
VideoCommon: watch texture pack folder for texture reloads (from dynamic input textures)
2025-06-06 23:03:02 -05:00
iwubcode
70abcb2030
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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Co-authored-by: Jordan Woyak <jordan.woyak@gmail.com >
2025-06-06 23:03:02 -05:00
iwubcode
d8ea31ca46
VideoCommon: rename GameTextureAsset into TextureAsset and make it only contain CustomTextureData. Move validation and load logic to individual functions
2025-06-06 23:03:02 -05:00