dolphin/Source/Core/VideoCommon/Resources
iwubcode 2d8f955851 VideoCommon: enhance 'CustomResourceManager' for post processing
This expands the interface of 'CustomResourceManager' to get a Material for post processing a frame buffer (currently EFB).  The flow is similar to the normal draw material but distinguishes itself by not needing a UID.  The full shader is much simpler than the draw shader and is currently put inline with the shader resource.
2026-03-26 20:13:16 -05:00
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CustomResourceManager.cpp VideoCommon: enhance 'CustomResourceManager' for post processing 2026-03-26 20:13:16 -05:00
CustomResourceManager.h VideoCommon: enhance 'CustomResourceManager' for post processing 2026-03-26 20:13:16 -05:00
InvalidTextures.cpp VideoCommon: add some helper functions for resource logic that generates invalid textures for when a texture isn't provided for a custom asset 2025-11-23 11:04:24 -06:00
InvalidTextures.h VideoCommon: add some helper functions for resource logic that generates invalid textures for when a texture isn't provided for a custom asset 2025-11-23 11:04:24 -06:00
MaterialResource.cpp VideoCommon: enhance 'CustomResourceManager' for post processing 2026-03-26 20:13:16 -05:00
MaterialResource.h VideoCommon: enhance 'CustomResourceManager' for post processing 2026-03-26 20:13:16 -05:00
Resource.cpp VideoCommon: move resource state processing to the resource base class 2025-11-23 11:08:50 -06:00
Resource.h VideoCommon: move resource state processing to the resource base class 2025-11-23 11:08:50 -06:00
ShaderResource.cpp VideoCommon: enhance 'CustomResourceManager' for post processing 2026-03-26 20:13:16 -05:00
ShaderResource.h VideoCommon: enhance 'CustomResourceManager' for post processing 2026-03-26 20:13:16 -05:00
TextureAndSamplerResource.cpp VideoCommon: update resource manager with a material/shader/and texture(+sampler) resource to show the complexities that warrant the resource manager system 2025-11-23 11:08:50 -06:00
TextureAndSamplerResource.h VideoCommon: update resource manager with a material/shader/and texture(+sampler) resource to show the complexities that warrant the resource manager system 2025-11-23 11:08:50 -06:00
TextureDataResource.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
TextureDataResource.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
TexturePool.cpp VideoCommon: add a texture pool for resource management 2025-11-23 11:04:24 -06:00
TexturePool.h VideoCommon: add a texture pool for resource management 2025-11-23 11:04:24 -06:00