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VideoCommon: fix regression with texture load order where the custom texture code was always updating the asset map for each texture with each entry, making it so the last value actually would be loaded instead of the first
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1 changed files with 15 additions and 12 deletions
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@ -120,10 +120,18 @@ void HiresTexture::Update()
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if (has_arbitrary_mipmaps)
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filename.erase(arb_index, 4);
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const auto [it, inserted] =
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s_hires_texture_id_to_arbmipmap.try_emplace(filename, has_arbitrary_mipmaps);
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if (!inserted)
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{
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failed_insert = true;
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}
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else
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{
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// Since this is just a texture (single file) the mapper doesn't really matter
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// just provide a string
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s_file_library->SetAssetIDMapData(filename,
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std::map<std::string, std::filesystem::path>{{"", path}});
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s_file_library->SetAssetIDMapData(
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filename, std::map<std::string, std::filesystem::path>{{"", path}});
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if (g_ActiveConfig.bCacheHiresTextures)
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{
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@ -132,11 +140,6 @@ void HiresTexture::Update()
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system.GetCustomAssetLoader().LoadGameTexture(filename, s_file_library));
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s_hires_texture_cache.try_emplace(filename, std::move(hires_texture));
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}
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const auto [it, inserted] =
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s_hires_texture_id_to_arbmipmap.try_emplace(filename, has_arbitrary_mipmaps);
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if (!inserted)
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{
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failed_insert = true;
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}
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}
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}
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