VideoCommon: add loading cube maps from DDS files and loading it into our custom texture object. Custom texture object now has the concept of slices in addition to levels. Traditional custom textures have a single slice

This commit is contained in:
iwubcode
2023-08-13 16:09:45 -05:00
parent 5e5887a378
commit 62fee2f3b6
8 changed files with 225 additions and 118 deletions

View File

@ -47,7 +47,7 @@ bool GameTextureAsset::Validate(u32 native_width, u32 native_height) const
return false;
}
if (m_data->m_levels.empty())
if (m_data->m_slices.empty())
{
ERROR_LOG_FMT(VIDEO,
"Game texture can't be validated for asset '{}' because no data was available.",
@ -55,9 +55,28 @@ bool GameTextureAsset::Validate(u32 native_width, u32 native_height) const
return false;
}
if (m_data->m_slices.size() > 1)
{
ERROR_LOG_FMT(
VIDEO,
"Game texture can't be validated for asset '{}' because it has more slices than expected.",
GetAssetId());
return false;
}
const auto& slice = m_data->m_slices[0];
if (slice.m_levels.empty())
{
ERROR_LOG_FMT(
VIDEO,
"Game texture can't be validated for asset '{}' because first slice has no data available.",
GetAssetId());
return false;
}
// Verify that the aspect ratio of the texture hasn't changed, as this could have
// side-effects.
const VideoCommon::CustomTextureData::Level& first_mip = m_data->m_levels[0];
const VideoCommon::CustomTextureData::ArraySlice::Level& first_mip = slice.m_levels[0];
if (first_mip.width * native_height != first_mip.height * native_width)
{
// Note: this feels like this should return an error but