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authoriwubcode <iwubcode@users.noreply.github.com>2023-01-27 18:46:53 -0600
committeriwubcode <iwubcode@users.noreply.github.com>2023-01-27 18:46:53 -0600
commit7bea39b39e9978ca8461adf68a2c28535719c48e (patch)
tree7329c4aab053fada727c88bf996050f04e2bdb4f /Source/Core/VideoCommon/AbstractTexture.h
parent41272dc5f1b62f4a5a0562cc29eb3e83367d0f14 (diff)
VideoBackends: add a way to load data into a specific level AND layer, default to layer 0
Diffstat (limited to 'Source/Core/VideoCommon/AbstractTexture.h')
-rw-r--r--Source/Core/VideoCommon/AbstractTexture.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/AbstractTexture.h b/Source/Core/VideoCommon/AbstractTexture.h
index 9b485919b5..0955fef037 100644
--- a/Source/Core/VideoCommon/AbstractTexture.h
+++ b/Source/Core/VideoCommon/AbstractTexture.h
@@ -23,7 +23,7 @@ public:
virtual void ResolveFromTexture(const AbstractTexture* src, const MathUtil::Rectangle<int>& rect,
u32 layer, u32 level) = 0;
virtual void Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
- size_t buffer_size) = 0;
+ size_t buffer_size, u32 layer = 0) = 0;
// Hints to the backend that we have finished rendering to this texture, and it will be used
// as a shader resource and sampled. For Vulkan, this transitions the image layout.