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2026-04-17Improve usage of std::move and const references parametersMartino Fontana
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.
2026-03-26VideoCommon: enhance 'CustomResourceManager' for post processingiwubcode
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.
2026-01-09c++23: Replace Common::ToUnderlying with std::to_underlyingJoshua Vandaële
Requires at least GCC 11, Clang 13, MSVC 19.30 (VS2022 17.0), or AppleClang 13.1.6 (XCode 13.3).
2025-12-27Merge pull request #14228 from iwubcode/clear_compiler_work_resource_mgriwubcode
VideoCommon: clear all compiler work when resource manager shuts down
2025-12-26VideoCommon: Fix ShaderResource init order warningSintendo
2025-12-24VideoCommon: clear all compiler work when resource manager shuts downiwubcode
2025-11-23VideoCommon: move resource state processing to the resource base classiwubcode
2025-11-23VideoCommon: update resource manager with a material/shader/and ↵iwubcode
texture(+sampler) resource to show the complexities that warrant the resource manager system
2025-11-23VideoCommon: add some helper functions for resource logic that generates ↵iwubcode
invalid textures for when a texture isn't provided for a custom asset
2025-11-23VideoCommon: add a texture pool for resource managementiwubcode
2025-11-23VideoCommon: separate the concept of a 'resource' from an 'asset'. A ↵iwubcode
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.