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authoriwubcode <iwubcode@users.noreply.github.com>2023-08-13 16:09:45 -0500
committeriwubcode <iwubcode@users.noreply.github.com>2023-09-02 20:20:09 -0500
commit62fee2f3b60c84b27efbb0792e3695bbe812ac1a (patch)
tree1ba80d4b42fefe1a9525dec7884938eb0c840ef1 /Source/Core/VideoCommon/Assets/DirectFilesystemAssetLibrary.h
parent5e5887a378db28324a8fc8825f21539525412e12 (diff)
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
Diffstat (limited to 'Source/Core/VideoCommon/Assets/DirectFilesystemAssetLibrary.h')
-rw-r--r--Source/Core/VideoCommon/Assets/DirectFilesystemAssetLibrary.h5
1 files changed, 2 insertions, 3 deletions
diff --git a/Source/Core/VideoCommon/Assets/DirectFilesystemAssetLibrary.h b/Source/Core/VideoCommon/Assets/DirectFilesystemAssetLibrary.h
index eeedb42d68..21c5ce7d54 100644
--- a/Source/Core/VideoCommon/Assets/DirectFilesystemAssetLibrary.h
+++ b/Source/Core/VideoCommon/Assets/DirectFilesystemAssetLibrary.h
@@ -9,11 +9,10 @@
#include <string>
#include "VideoCommon/Assets/CustomAssetLibrary.h"
+#include "VideoCommon/Assets/CustomTextureData.h"
namespace VideoCommon
{
-class CustomTextureData;
-
// This class implements 'CustomAssetLibrary' and loads any assets
// directly from the filesystem
class DirectFilesystemAssetLibrary final : public CustomAssetLibrary
@@ -35,7 +34,7 @@ public:
private:
// Loads additional mip levels into the texture structure until _mip<N> texture is not found
- bool LoadMips(const std::filesystem::path& asset_path, CustomTextureData* data);
+ bool LoadMips(const std::filesystem::path& asset_path, CustomTextureData::ArraySlice* data);
// Gets the asset map given an asset id
AssetMap GetAssetMapForID(const AssetID& asset_id) const;