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| author | iwubcode <iwubcode@users.noreply.github.com> | 2025-10-29 01:21:30 -0500 |
|---|---|---|
| committer | iwubcode <iwubcode@users.noreply.github.com> | 2025-11-23 11:04:24 -0600 |
| commit | 2d21a9920577b8c827d056d9a5e03dcf026ae6e1 (patch) | |
| tree | a8c67c7951019e9897778d0b518b379584ba3a70 /Source/Core/VideoCommon/GraphicsModSystem/Config/GraphicsTarget.cpp | |
| parent | 59d9c1772a0b27ea38fff28ac6c15bba824227be (diff) | |
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.
Diffstat (limited to 'Source/Core/VideoCommon/GraphicsModSystem/Config/GraphicsTarget.cpp')
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