Files
parallel-gx1/Source/Core/VideoCommon/Assets/TextureAsset.cpp
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

24 lines
654 B
C++

// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/Assets/TextureAsset.h"
#include "Common/Logging/Log.h"
namespace VideoCommon
{
CustomAssetLibrary::LoadInfo TextureAsset::LoadImpl(const CustomAssetLibrary::AssetID& asset_id)
{
auto potential_data = std::make_shared<CustomTextureData>();
const auto loaded_info = m_owning_library->LoadTexture(asset_id, potential_data.get());
if (loaded_info.bytes_loaded == 0)
return {};
{
std::lock_guard lk(m_data_lock);
m_loaded = true;
m_data = std::move(potential_data);
}
return loaded_info;
}
} // namespace VideoCommon