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