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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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@ -423,7 +423,7 @@ void CustomPipelineAction::OnTextureCreate(GraphicsModActionData::TextureCreate*
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auto data = game_texture.m_asset->GetData();
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if (data)
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{
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if (data->m_slices.empty() || data->m_slices[0].m_levels.empty())
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if (data->m_texture.m_slices.empty() || data->m_texture.m_slices[0].m_levels.empty())
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{
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ERROR_LOG_FMT(
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VIDEO,
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@ -431,15 +431,16 @@ void CustomPipelineAction::OnTextureCreate(GraphicsModActionData::TextureCreate*
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create->texture_name, game_texture.m_asset->GetAssetId());
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m_valid = false;
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}
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else if (create->texture_width != data->m_slices[0].m_levels[0].width ||
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create->texture_height != data->m_slices[0].m_levels[0].height)
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else if (create->texture_width != data->m_texture.m_slices[0].m_levels[0].width ||
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create->texture_height != data->m_texture.m_slices[0].m_levels[0].height)
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{
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ERROR_LOG_FMT(VIDEO,
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"Custom pipeline for texture '{}' has asset '{}' that does not match "
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"the width/height of the texture loaded. Texture {}x{} vs asset {}x{}",
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create->texture_name, game_texture.m_asset->GetAssetId(),
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create->texture_width, create->texture_height,
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data->m_slices[0].m_levels[0].width, data->m_slices[0].m_levels[0].height);
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data->m_texture.m_slices[0].m_levels[0].width,
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data->m_texture.m_slices[0].m_levels[0].height);
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m_valid = false;
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}
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}
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