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)

This commit is contained in:
iwubcode
2023-09-06 00:16:26 -05:00
parent 1b7a590b4b
commit 0e8f8ea930
13 changed files with 138 additions and 93 deletions

View File

@ -38,9 +38,6 @@ public:
// Loads happen asynchronously where the data will be set now or in the future
// Callees are expected to query the underlying data with 'GetData()'
// from the 'CustomLoadableAsset' class to determine if the data is ready for use
std::shared_ptr<RawTextureAsset> LoadTexture(const CustomAssetLibrary::AssetID& asset_id,
std::shared_ptr<CustomAssetLibrary> library);
std::shared_ptr<GameTextureAsset> LoadGameTexture(const CustomAssetLibrary::AssetID& asset_id,
std::shared_ptr<CustomAssetLibrary> library);
@ -80,7 +77,6 @@ private:
static constexpr auto TIME_BETWEEN_ASSET_MONITOR_CHECKS = std::chrono::milliseconds{500};
std::map<CustomAssetLibrary::AssetID, std::weak_ptr<RawTextureAsset>> m_textures;
std::map<CustomAssetLibrary::AssetID, std::weak_ptr<GameTextureAsset>> m_game_textures;
std::map<CustomAssetLibrary::AssetID, std::weak_ptr<PixelShaderAsset>> m_pixel_shaders;
std::map<CustomAssetLibrary::AssetID, std::weak_ptr<MaterialAsset>> m_materials;