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authoriwubcode <iwubcode@users.noreply.github.com>2025-10-29 01:21:30 -0500
committeriwubcode <iwubcode@users.noreply.github.com>2025-11-23 11:04:24 -0600
commit2d21a9920577b8c827d056d9a5e03dcf026ae6e1 (patch)
treea8c67c7951019e9897778d0b518b379584ba3a70 /Source/Core/VideoCommon/VideoBackendBase.cpp
parent59d9c1772a0b27ea38fff28ac6c15bba824227be (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/VideoBackendBase.cpp')
-rw-r--r--Source/Core/VideoCommon/VideoBackendBase.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/VideoBackendBase.cpp b/Source/Core/VideoCommon/VideoBackendBase.cpp
index 23d9d6e7f4..7eeefb7187 100644
--- a/Source/Core/VideoCommon/VideoBackendBase.cpp
+++ b/Source/Core/VideoCommon/VideoBackendBase.cpp
@@ -43,7 +43,6 @@
#endif
#include "VideoCommon/AbstractGfx.h"
-#include "VideoCommon/Assets/CustomResourceManager.h"
#include "VideoCommon/AsyncRequests.h"
#include "VideoCommon/BPStructs.h"
#include "VideoCommon/BoundingBox.h"
@@ -59,6 +58,7 @@
#include "VideoCommon/PixelEngine.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/Present.h"
+#include "VideoCommon/Resources/CustomResourceManager.h"
#include "VideoCommon/TMEM.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/VertexLoaderManager.h"