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VideoCommon: use CustomResourceManager in the texture cache and hook up to our hires textures
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@ -24,6 +24,7 @@
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#include "VideoCommon/AbstractTexture.h"
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#include "VideoCommon/Assets/CustomAsset.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/HiresTextures.h"
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#include "VideoCommon/TextureConfig.h"
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#include "VideoCommon/TextureDecoder.h"
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#include "VideoCommon/TextureInfo.h"
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@ -167,8 +168,8 @@ struct TCacheEntry
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std::string texture_info_name = "";
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std::vector<VideoCommon::CachedAsset<VideoCommon::GameTextureAsset>> linked_game_texture_assets;
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std::vector<VideoCommon::CachedAsset<VideoCommon::CustomAsset>> linked_asset_dependencies;
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VideoCommon::CustomAsset::TimeType last_load_time;
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std::shared_ptr<HiresTexture> hires_texture;
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explicit TCacheEntry(std::unique_ptr<AbstractTexture> tex,
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std::unique_ptr<AbstractFramebuffer> fb);
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@ -351,11 +352,10 @@ private:
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void SetBackupConfig(const VideoConfig& config);
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RcTcacheEntry
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CreateTextureEntry(const TextureCreationInfo& creation_info, const TextureInfo& texture_info,
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int safety_color_sample_size,
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std::vector<std::shared_ptr<VideoCommon::TextureData>> assets_data,
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bool custom_arbitrary_mipmaps, bool skip_texture_dump);
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RcTcacheEntry CreateTextureEntry(const TextureCreationInfo& creation_info,
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const TextureInfo& texture_info, int safety_color_sample_size,
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VideoCommon::CustomTextureData* custom_texture_data,
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bool custom_arbitrary_mipmaps, bool skip_texture_dump);
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RcTcacheEntry GetXFBFromCache(u32 address, u32 width, u32 height, u32 stride);
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