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VideoCommon: add loading cube maps from DDS files and loading it into our custom texture object. Custom texture object now has the concept of slices in addition to levels. Traditional custom textures have a single slice
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8 changed files with 225 additions and 118 deletions
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@ -9,11 +9,10 @@
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#include <string>
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#include "VideoCommon/Assets/CustomAssetLibrary.h"
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#include "VideoCommon/Assets/CustomTextureData.h"
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namespace VideoCommon
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{
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class CustomTextureData;
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// This class implements 'CustomAssetLibrary' and loads any assets
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// directly from the filesystem
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class DirectFilesystemAssetLibrary final : public CustomAssetLibrary
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@ -35,7 +34,7 @@ public:
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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* data);
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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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AssetMap GetAssetMapForID(const AssetID& asset_id) const;
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