VideoCommon: separate the concept of a 'resource' from an 'asset'. A 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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iwubcode committed 2025-11-23 11:04:24 -06:00
1 parent 59d9c1772a
commit 2d21a99205
17 files changed
+559 -153

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@@ -14,13 +14,13 @@
#include "Common/Logging/Log.h"
#include "Common/StringUtil.h"
#include "Core/System.h"
#include "VideoCommon/Assets/CustomResourceManager.h"
#include "VideoCommon/Assets/MaterialAsset.h"
#include "VideoCommon/Assets/MeshAsset.h"
#include "VideoCommon/Assets/ShaderAsset.h"
#include "VideoCommon/Assets/TextureAsset.h"
#include "VideoCommon/Assets/TextureAssetUtils.h"
#include "VideoCommon/RenderState.h"
#include "VideoCommon/Resources/CustomResourceManager.h"
namespace VideoCommon
{