VideoCommon: add an asset library that loads directly from the filesystem
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@ -634,6 +634,7 @@
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<ClInclude Include="VideoCommon\Assets\CustomAsset.h" />
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<ClInclude Include="VideoCommon\Assets\CustomAsset.h" />
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<ClInclude Include="VideoCommon\Assets\CustomAssetLibrary.h" />
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<ClInclude Include="VideoCommon\Assets\CustomAssetLibrary.h" />
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<ClInclude Include="VideoCommon\Assets\CustomTextureData.h" />
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<ClInclude Include="VideoCommon\Assets\CustomTextureData.h" />
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<ClInclude Include="VideoCommon\Assets\DirectFilesystemAssetLibrary.h" />
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<ClInclude Include="VideoCommon\AsyncRequests.h" />
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<ClInclude Include="VideoCommon\AsyncRequests.h" />
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<ClInclude Include="VideoCommon\AsyncShaderCompiler.h" />
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<ClInclude Include="VideoCommon\AsyncShaderCompiler.h" />
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<ClInclude Include="VideoCommon\BoundingBox.h" />
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<ClInclude Include="VideoCommon\BoundingBox.h" />
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@ -1246,6 +1247,7 @@
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<ClCompile Include="VideoCommon\Assets\CustomAsset.cpp" />
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<ClCompile Include="VideoCommon\Assets\CustomAsset.cpp" />
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<ClCompile Include="VideoCommon\Assets\CustomAssetLibrary.cpp" />
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<ClCompile Include="VideoCommon\Assets\CustomAssetLibrary.cpp" />
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<ClCompile Include="VideoCommon\Assets\CustomTextureData.cpp" />
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<ClCompile Include="VideoCommon\Assets\CustomTextureData.cpp" />
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<ClCompile Include="VideoCommon\Assets\DirectFilesystemAssetLibrary.cpp" />
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<ClCompile Include="VideoCommon\AsyncRequests.cpp" />
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<ClCompile Include="VideoCommon\AsyncRequests.cpp" />
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<ClCompile Include="VideoCommon\AsyncShaderCompiler.cpp" />
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<ClCompile Include="VideoCommon\AsyncShaderCompiler.cpp" />
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<ClCompile Include="VideoCommon\BoundingBox.cpp" />
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<ClCompile Include="VideoCommon\BoundingBox.cpp" />
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@ -0,0 +1,145 @@
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// Copyright 2023 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/Assets/DirectFilesystemAssetLibrary.h"
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#include <algorithm>
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#include "Common/FileUtil.h"
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#include "Common/Logging/Log.h"
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#include "Common/StringUtil.h"
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#include "VideoCommon/Assets/CustomTextureData.h"
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namespace VideoCommon
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{
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namespace
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{
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std::size_t GetAssetSize(const CustomTextureData& data)
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{
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std::size_t total = 0;
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for (const auto& level : data.m_levels)
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{
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total += level.data.size();
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}
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return total;
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}
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} // namespace
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CustomAssetLibrary::TimeType
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DirectFilesystemAssetLibrary::GetLastAssetWriteTime(const AssetID& asset_id) const
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{
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if (auto iter = m_assetid_to_asset_map_path.find(asset_id);
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iter != m_assetid_to_asset_map_path.end())
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{
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const auto& asset_map_path = iter->second;
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CustomAssetLibrary::TimeType max_entry;
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for (const auto& [key, value] : asset_map_path)
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{
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const auto tp = std::filesystem::last_write_time(value);
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if (tp > max_entry)
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max_entry = tp;
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}
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return max_entry;
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}
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return {};
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}
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CustomAssetLibrary::LoadInfo DirectFilesystemAssetLibrary::LoadTexture(const AssetID& asset_id,
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CustomTextureData* data)
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{
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if (auto iter = m_assetid_to_asset_map_path.find(asset_id);
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iter != m_assetid_to_asset_map_path.end())
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{
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const auto& asset_map_path = iter->second;
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// Raw texture is expected to have one asset mapped
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if (asset_map_path.empty() || asset_map_path.size() > 1)
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return {};
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const auto& asset_path = asset_map_path.begin()->second;
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const auto last_loaded_time = std::filesystem::last_write_time(asset_path);
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auto ext = asset_path.extension().string();
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Common::ToLower(&ext);
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if (ext == ".dds")
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{
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LoadDDSTexture(data, asset_path.string());
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if (data->m_levels.empty()) [[unlikely]]
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return {};
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if (!LoadMips(asset_path, data))
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return {};
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return LoadInfo{GetAssetSize(*data), last_loaded_time};
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}
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else if (ext == ".png")
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{
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LoadPNGTexture(data, asset_path.string());
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if (data->m_levels.empty()) [[unlikely]]
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return {};
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if (!LoadMips(asset_path, data))
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return {};
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return LoadInfo{GetAssetSize(*data), last_loaded_time};
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}
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}
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return {};
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}
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void DirectFilesystemAssetLibrary::SetAssetIDMapData(
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const AssetID& asset_id, std::map<std::string, std::filesystem::path> asset_path_map)
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{
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m_assetid_to_asset_map_path[asset_id] = std::move(asset_path_map);
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}
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bool DirectFilesystemAssetLibrary::LoadMips(const std::filesystem::path& asset_path,
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CustomTextureData* data)
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{
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if (!data) [[unlikely]]
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return false;
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std::string path;
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std::string filename;
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std::string extension;
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SplitPath(asset_path.string(), &path, &filename, &extension);
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std::string extension_lower = extension;
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Common::ToLower(&extension_lower);
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// Load additional mip levels
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for (u32 mip_level = static_cast<u32>(data->m_levels.size());; mip_level++)
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{
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const auto mip_level_filename = filename + fmt::format("_mip{}", mip_level);
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const auto full_path = path + mip_level_filename + extension;
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if (!File::Exists(full_path))
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return true;
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VideoCommon::CustomTextureData::Level level;
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if (extension_lower == ".dds")
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{
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if (!LoadDDSTexture(&level, full_path, mip_level))
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{
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ERROR_LOG_FMT(VIDEO, "Custom mipmap '{}' failed to load", mip_level_filename);
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return false;
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}
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}
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else if (extension_lower == ".png")
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{
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if (!LoadPNGTexture(&level, full_path))
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{
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ERROR_LOG_FMT(VIDEO, "Custom mipmap '{}' failed to load", mip_level_filename);
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return false;
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}
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}
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else
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{
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ERROR_LOG_FMT(VIDEO, "Custom mipmap '{}' has unsupported extension", mip_level_filename);
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return false;
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}
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data->m_levels.push_back(std::move(level));
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}
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return true;
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}
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} // namespace VideoCommon
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@ -0,0 +1,37 @@
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// Copyright 2023 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <chrono>
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#include <filesystem>
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#include <map>
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#include <string>
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#include "VideoCommon/Assets/CustomAssetLibrary.h"
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namespace VideoCommon
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{
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class CustomTextureData;
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// This class implements 'CustomAssetLibrary' and loads any assets
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// directly from the filesystem
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class DirectFilesystemAssetLibrary final : public CustomAssetLibrary
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{
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public:
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LoadInfo LoadTexture(const AssetID& asset_id, CustomTextureData* data) override;
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// Gets the latest time from amongst all the files in the asset map
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TimeType GetLastAssetWriteTime(const AssetID& asset_id) const override;
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// Assigns the asset id to a map of files, how this map is read is dependent on the data
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// For instance, a raw texture would expect the map to have a single entry and load that
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// file as the asset. But a model file data might have its data spread across multiple files
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void SetAssetIDMapData(const AssetID& asset_id,
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std::map<std::string, std::filesystem::path> asset_path_map);
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private:
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// Loads additional mip levels into the texture structure until _mip<N> texture is not found
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bool LoadMips(const std::filesystem::path& asset_path, CustomTextureData* data);
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std::map<AssetID, std::map<std::string, std::filesystem::path>> m_assetid_to_asset_map_path;
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};
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} // namespace VideoCommon
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@ -14,6 +14,8 @@ add_library(videocommon
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Assets/CustomAssetLibrary.h
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Assets/CustomAssetLibrary.h
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Assets/CustomTextureData.cpp
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Assets/CustomTextureData.cpp
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Assets/CustomTextureData.h
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Assets/CustomTextureData.h
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Assets/DirectFilesystemAssetLibrary.cpp
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Assets/DirectFilesystemAssetLibrary.h
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AsyncRequests.cpp
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AsyncRequests.cpp
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AsyncRequests.h
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AsyncRequests.h
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AsyncShaderCompiler.cpp
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AsyncShaderCompiler.cpp
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