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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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22
Source/Core/VideoCommon/Assets/TextureAssetUtils.h
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22
Source/Core/VideoCommon/Assets/TextureAssetUtils.h
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// Copyright 2025 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <filesystem>
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#include "VideoCommon/Assets/CustomAssetLibrary.h"
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#include "VideoCommon/Assets/TextureAsset.h"
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namespace VideoCommon
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{
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bool LoadTextureDataFromFile(const CustomAssetLibrary::AssetID& asset_id,
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const std::filesystem::path& asset_path,
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TextureAndSamplerData::Type type, CustomTextureData* data);
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bool ValidateTextureData(const CustomAssetLibrary::AssetID& asset_id, const CustomTextureData& data,
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u32 native_width, u32 native_height);
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bool PurgeInvalidMipsFromTextureData(const CustomAssetLibrary::AssetID& asset_id,
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CustomTextureData* data);
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} // namespace VideoCommon
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