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authorScott Mansell <phiren@gmail.com>2023-02-01 00:03:59 +1300
committerGitHub <noreply@github.com>2023-02-01 00:03:59 +1300
commite98ab0784dd823bb974cc2f6fbed697accc76f57 (patch)
tree25e7c1f52f2be320829fc58f65cf04a59b5a892c /Source/Core/VideoCommon
parented3ad9458d6825917f09c3ccf93a20c5fb363078 (diff)
parent7bea39b39e9978ca8461adf68a2c28535719c48e (diff)
Merge pull request #11501 from iwubcode/abstract_texture_load_specify_layer
VideoBackends: add a way to load data into a specific level AND layer
Diffstat (limited to 'Source/Core/VideoCommon')
-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.