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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@@ -423,15 +423,23 @@ void CustomPipelineAction::OnTextureCreate(GraphicsModActionData::TextureCreate*
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auto data = game_texture.m_asset->GetData();
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if (data)
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{
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if (create->texture_width != data->m_levels[0].width ||
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create->texture_height != data->m_levels[0].height)
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if (data->m_slices.empty() || data->m_slices[0].m_levels.empty())
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{
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ERROR_LOG_FMT(
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VIDEO,
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"Custom pipeline for texture '{}' has asset '{}' that does not have any texture data",
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create->texture_name, game_texture.m_asset->GetAssetId());
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m_valid = false;
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}
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else if (create->texture_width != data->m_slices[0].m_levels[0].width ||
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create->texture_height != data->m_slices[0].m_levels[0].height)
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{
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ERROR_LOG_FMT(VIDEO,
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"Custom pipeline for texture '{}' has asset '{}' that does not match "
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"the width/height of the texture loaded. Texture {}x{} vs asset {}x{}",
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create->texture_name, game_texture.m_asset->GetAssetId(),
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create->texture_width, create->texture_height, data->m_levels[0].width,
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data->m_levels[0].height);
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create->texture_width, create->texture_height,
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data->m_slices[0].m_levels[0].width, data->m_slices[0].m_levels[0].height);
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m_valid = false;
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}
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}
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