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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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@@ -14,13 +14,13 @@
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#include "Common/Logging/Log.h"
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#include "Common/StringUtil.h"
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#include "Core/System.h"
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#include "VideoCommon/Assets/CustomResourceManager.h"
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#include "VideoCommon/Assets/MaterialAsset.h"
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#include "VideoCommon/Assets/MeshAsset.h"
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#include "VideoCommon/Assets/ShaderAsset.h"
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#include "VideoCommon/Assets/TextureAsset.h"
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#include "VideoCommon/Assets/TextureAssetUtils.h"
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#include "VideoCommon/RenderState.h"
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#include "VideoCommon/Resources/CustomResourceManager.h"
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namespace VideoCommon
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{
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