VideoCommon: rename GameTextureAsset into TextureAsset and make it only contain CustomTextureData. Move validation and load logic to individual functions
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@@ -28,7 +28,7 @@ struct CustomPipeline
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struct CachedTextureAsset
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{
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VideoCommon::CachedAsset<VideoCommon::GameTextureAsset> m_cached_asset;
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VideoCommon::CachedAsset<VideoCommon::TextureAsset> m_cached_asset;
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std::unique_ptr<AbstractTexture> m_texture;
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std::string m_sampler_code;
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std::string m_define_code;
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@@ -47,7 +47,7 @@ struct TextureCreate
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std::string_view texture_name;
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u32 texture_width;
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u32 texture_height;
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std::vector<VideoCommon::CachedAsset<VideoCommon::GameTextureAsset>>* custom_textures;
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std::vector<VideoCommon::CachedAsset<VideoCommon::TextureAsset>>* custom_textures;
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// Dependencies needed to reload the texture and trigger this create again
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std::vector<VideoCommon::CachedAsset<VideoCommon::CustomAsset>>* additional_dependencies;
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