mirror of
https://github.com/libretro/parallel-gx1.git
synced 2026-11-07 04:26:01 -10:00
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.
24 lines
654 B
C++
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
|