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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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@ -10,6 +10,7 @@
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#include "VideoCommon/Assets/CustomAssetLibrary.h"
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#include "VideoCommon/Assets/CustomTextureData.h"
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#include "VideoCommon/Assets/TextureAsset.h"
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#include "VideoCommon/Assets/Types.h"
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namespace VideoCommon
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@ -19,7 +20,8 @@ namespace VideoCommon
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class DirectFilesystemAssetLibrary final : public CustomAssetLibrary
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{
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public:
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LoadInfo LoadTexture(const AssetID& asset_id, TextureData* data) override;
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LoadInfo LoadTexture(const AssetID& asset_id, TextureAndSamplerData* data) override;
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LoadInfo LoadTexture(const AssetID& asset_id, CustomTextureData* data) override;
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LoadInfo LoadPixelShader(const AssetID& asset_id, PixelShaderData* data) override;
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LoadInfo LoadMaterial(const AssetID& asset_id, MaterialData* data) override;
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LoadInfo LoadMesh(const AssetID& asset_id, MeshData* data) override;
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@ -30,9 +32,6 @@ public:
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void SetAssetIDMapData(const AssetID& asset_id, Assets::AssetMap asset_path_map);
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private:
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// Loads additional mip levels into the texture structure until _mip<N> texture is not found
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bool LoadMips(const std::filesystem::path& asset_path, CustomTextureData::ArraySlice* data);
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// Gets the asset map given an asset id
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Assets::AssetMap GetAssetMapForID(const AssetID& asset_id) const;
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