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<title>dolphin/Source/Core/VideoCommon/Assets/CustomAssetLibrary.h, branch release-prep-2503</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoCommon: make mesh asset data loadable by asset loader</title>
<updated>2024-02-13T03:45:32+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2024-02-13T00:42:01+00:00</published>
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<entry>
<title>CustomAssetLibrary: Remove unnecessary qualifier in LoadInfo</title>
<updated>2023-11-25T23:01:44+00:00</updated>
<author>
<name>Lioncash</name>
<email>mai.iam2048@gmail.com</email>
</author>
<published>2023-11-25T23:01:42+00:00</published>
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The type is already in visible scope, so we don't need the rather length
qualifier.
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The type is already in visible scope, so we don't need the rather length
qualifier.
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<entry>
<title>CustomAssetLibrary: Add virtual destructor</title>
<updated>2023-11-25T23:01:17+00:00</updated>
<author>
<name>Lioncash</name>
<email>mai.iam2048@gmail.com</email>
</author>
<published>2023-11-25T22:58:54+00:00</published>
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This is used as a base pointer inside CustomPipelineAction, so this
should probably really have a virtual destructor to ensure derived
objects are torn down properly.
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This is used as a base pointer inside CustomPipelineAction, so this
should probably really have a virtual destructor to ensure derived
objects are torn down properly.
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</entry>
<entry>
<title>VideoCommon: instead of using 'CustomTextureData' directly, use 'TextureData' for texture assets, this allows us to provide additional metadata for textures.  Such as a sampler or type information (to distinguish cube maps)</title>
<updated>2023-10-10T14:58:14+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-09-06T05:16:26+00:00</published>
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<entry>
<title>VideoCommon: asset load time is now stored as a chrono system_clock time, so that times can be fabricated in a future feature (without creating a file to do so)</title>
<updated>2023-08-16T03:02:28+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-08-13T21:46:37+00:00</published>
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<entry>
<title>VideoCommon: initialize load info variables</title>
<updated>2023-07-16T17:56:03+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-07-16T17:56:03+00:00</published>
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<entry>
<title>VideoCommon: add material asset.  A material is similar to other graphics engines where it provides data to be used in conjunction with a shader asset to generate a runtime AbstractShader</title>
<updated>2023-07-09T17:21:34+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-07-03T02:27:24+00:00</published>
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<entry>
<title>VideoCommon: add a pixel shader asset</title>
<updated>2023-06-30T06:32:53+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-06-29T05:56:06+00:00</published>
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<entry>
<title>VideoCommon: add custom asset implementation and asset library that can load an asset</title>
<updated>2023-06-02T00:57:57+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-06-02T00:57:57+00:00</published>
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