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VideoCommon: instead of using 'CustomTextureData' directly, use 'TextureData' for texture assets, this allows us to provide additional metadata for textures. Such as a sampler or type information (to distinguish cube maps)
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@ -10,9 +10,9 @@
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namespace VideoCommon
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{
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class CustomTextureData;
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struct MaterialData;
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struct PixelShaderData;
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struct TextureData;
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// This class provides functionality to load
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// specific data (like textures). Where this data
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@ -32,14 +32,14 @@ public:
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};
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// Loads a texture, if there are no levels, bytes loaded will be empty
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virtual LoadInfo LoadTexture(const AssetID& asset_id, CustomTextureData* data) = 0;
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virtual LoadInfo LoadTexture(const AssetID& asset_id, TextureData* data) = 0;
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// Gets the last write time for a given asset id
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virtual TimeType GetLastAssetWriteTime(const AssetID& asset_id) const = 0;
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// Loads a texture as a game texture, providing additional checks like confirming
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// each mip level size is correct and that the format is consistent across the data
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LoadInfo LoadGameTexture(const AssetID& asset_id, CustomTextureData* data);
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LoadInfo LoadGameTexture(const AssetID& asset_id, TextureData* data);
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// Loads a pixel shader
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virtual LoadInfo LoadPixelShader(const AssetID& asset_id, PixelShaderData* data) = 0;
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