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VideoCommon: rename GameTextureAsset into TextureAsset and make it only contain CustomTextureData. Move validation and load logic to individual functions
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@ -10,10 +10,11 @@
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namespace VideoCommon
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{
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class CustomTextureData;
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struct MaterialData;
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struct MeshData;
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struct PixelShaderData;
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struct TextureData;
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struct TextureAndSamplerData;
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// This class provides functionality to load
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// specific data (like textures). Where this data
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@ -31,12 +32,11 @@ public:
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virtual ~CustomAssetLibrary() = default;
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// Loads a texture, if there are no levels, bytes loaded will be empty
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virtual LoadInfo LoadTexture(const AssetID& asset_id, TextureData* data) = 0;
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// Loads a texture with a sampler and type, if there are no levels, bytes loaded will be empty
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virtual LoadInfo LoadTexture(const AssetID& asset_id, TextureAndSamplerData* data) = 0;
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// Loads a texture as a game texture, providing additional checks like confirming
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// each mip level size is correct and that the format is consistent across the data
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LoadInfo LoadGameTexture(const AssetID& asset_id, TextureData* data);
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// Loads a texture, if there are no levels, bytes loaded will be empty
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virtual LoadInfo LoadTexture(const AssetID& asset_id, CustomTextureData* data) = 0;
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// Loads a pixel shader
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virtual LoadInfo LoadPixelShader(const AssetID& asset_id, PixelShaderData* data) = 0;
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