Files
parallel-gx1/Source/Core/VideoCommon/Assets/CustomAssetLibrary.h
T
LibretroAdmin 472dc5ae3f Remove user post-processing shaders and graphics-mod custom shaders
Both fed user-written GLSL to the backends at runtime, which the move to
bytecode emitted straight from the shader generators leaves no compiler
for. The frontend's own shader pipeline covers post-processing.

The presentation pass keeps a plain copy and the built-in correction
shader for output resampling, colour space and gamma correction and HDR
scaling, now compiled in rather than loaded from Sys/Shaders. The
graphics-mod system keeps its draw, EFB, projection and texture actions;
custom pipelines, materials, shader, mesh and sampler assets, the custom
constant buffers in every backend and the two mods built on them are
gone, along with the shader generators' custom-shader hooks.
2026-11-05 15:57:56 +01:00

32 lines
738 B
C++

// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <string>
namespace VideoCommon
{
class CustomTextureData;
// This class provides functionality to load
// specific data (like textures). Where this data
// is loaded from is implementation defined
class CustomAssetLibrary
{
public:
// The AssetID is a unique identifier for a particular asset
using AssetID = std::string;
struct LoadInfo
{
std::size_t bytes_loaded = 0;
};
virtual ~CustomAssetLibrary() = default;
// Loads a texture, if there are no levels, bytes loaded will be empty
virtual LoadInfo LoadTexture(const AssetID& asset_id, CustomTextureData* data) = 0;
};
} // namespace VideoCommon