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TextureCache: load all mipmap levels from custom textures
This drops the "feature" to load level 0 from the custom texture and all other levels from the native one if the size matches. But in my opinion, when a custom texture only provide one level, no more should be used at all.
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@ -134,7 +134,7 @@ void PixelShaderManager::SetDestAlpha()
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dirty = true;
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}
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void PixelShaderManager::SetTexDims(int texmapid, u32 width, u32 height, u32 wraps, u32 wrapt)
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void PixelShaderManager::SetTexDims(int texmapid, u32 width, u32 height)
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{
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// TODO: move this check out to callee. There we could just call this function on texture changes
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// or better, use textureSize() in glsl
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