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

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