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Accomplished using `run-clang-tidy` with `performance-move-const-arg,performance-unnecessary-value-param,modernize-pass-by-value`.
Changed arguments to const references, removed them where inappropriate (e.g. sink parameters). Same with std::move.
Manually reviewed each change to make sure that it makes sense, and do something more appropriate if possible.
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Yellow squiggly lines begone!
Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes.
If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed.
The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports.
Not everything is removed, but the cleanup should be substantial enough.
Because this done on Linux, code that isn't used on it is mostly untouched.
(Hopefully no open PR is depending on these imports...)
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`samplers` is a member defined in ShaderAsset.h
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VideoCommon: separate the concept of a 'resource' from an 'asset', add Material/Shader loading
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VideoCommon: fix MaterialAsset so that boolean parameters are written properly
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ship built-in custom shaders in the future
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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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ensure the order of these properties match the order of the material
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in the shader source, this just makes it more difficult to iteratively test changes, assume shader devs know what they are doing
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memory as integers, matching the format internally expected by shaders
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Co-authored-by: Dentomologist <dentomologist@gmail.com>
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VideoCommon: update shader asset to support additional features in custom pipelines
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VideoCommon: add TextureAndSamplerAsset for use in custom materials
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support multi-pass, and textures are now split out (as well as supporting a way to calculate sampler origin)
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rename to 'RasterSurfaceShader'
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texture data and data about how the texture should be sampled
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needed anymore
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to the entire function, favor atomics for the memory/time getters
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(this prevents issues where the load time might be incorrectly inflated by long load operations)
Co-authored-by: Jordan Woyak <jordan.woyak@gmail.com>
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input textures)
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manager uses a least recently used cache to determine which assets get priority for loading. Additionally, if the system is low on memory, assets will be purged with the less requested assets being the first to go. The loader is multithreaded now and loads assets as quickly as possible as long as memory is available
Co-authored-by: Jordan Woyak <jordan.woyak@gmail.com>
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contain CustomTextureData. Move validation and load logic to individual functions
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without the DirectFilesystemAssetLibrary dependencies, the header will be expanded later
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asset times
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instead of a pass/fail
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relevant for a particular game session but is slightly faster as a numeric value for lookups than the traditional asset id
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Common::UniqueBuffer.
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single producer WorkQueueThreadSP.
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In WiimoteReal.cpp, JitRegCache.cpp, lambda predicates were replaced by pointers to member functions because ranges algorithms are able invoke those.
In ConvertDialog.cpp, the `std::mem_fn` helper was removed because ranges algorithms are able to handle pointers to member functions as predicates.
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In DITSpecification.cpp, MaterialAsset.cpp, and ShaderAsset.cpp, lambda predicates were replaced by pointers to member functions because ranges algorithms are able invoke those.
In NetPlayClient.cpp, the non-trivial `NetPlay::Player` elements were being passed by value in `NetPlayClient::DoAllPlayersHaveGame()`. This has been fixed.
In WIABlob.cpp, the second example's predicate was returning the `std::optional` by value instead of implicitly converting it to a bool. This has been fixed.
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from json
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Achievement badges/icons are refactored into the type CustomTextureData::ArraySlice::Level as that is the data type images loaded from the filesystem will be. This includes everything that uses the badges in the Qt UI and OnScreenDisplay, and similarly removes the OSD::Icon type because Level already contains that information.
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VideoCommon: handle asset memory going over reserved limit correctly
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from a GLTF file
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GraphicsMod/ShaderAsset: Lessen object churn a little bit
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VideoCommon: update custom pipeline action to support a variety of texture samplers, support for materials, and more!
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Constructs elements directly inside the container and also makes it
shorter to read in certain instances.
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another to list its types
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