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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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@ -52,6 +52,7 @@ public:
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u64 hash;
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u32 format;
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bool is_efb_copy;
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bool is_custom_tex;
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unsigned int native_width, native_height; // Texture dimensions from the GameCube's point of view
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unsigned int native_levels;
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