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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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@ -130,8 +130,8 @@ void HiresTexture::Update()
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{
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// Since this is just a texture (single file) the mapper doesn't really matter
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// just provide a string
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s_file_library->SetAssetIDMapData(
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filename, std::map<std::string, std::filesystem::path>{{"", StringToPath(path)}});
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s_file_library->SetAssetIDMapData(filename, std::map<std::string, std::filesystem::path>{
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{"texture", StringToPath(path)}});
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if (g_ActiveConfig.bCacheHiresTextures)
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{
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