VideoCommon: fix regression with texture load order where the custom texture code was always updating the asset map for each texture with each entry, making it so the last value actually would be loaded instead of the first
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@ -120,24 +120,27 @@ void HiresTexture::Update()
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if (has_arbitrary_mipmaps)
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if (has_arbitrary_mipmaps)
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filename.erase(arb_index, 4);
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filename.erase(arb_index, 4);
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// Since this is just a texture (single file) the mapper doesn't really matter
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// just provide a string
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s_file_library->SetAssetIDMapData(filename,
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std::map<std::string, std::filesystem::path>{{"", path}});
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if (g_ActiveConfig.bCacheHiresTextures)
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{
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auto hires_texture = std::make_shared<HiresTexture>(
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has_arbitrary_mipmaps,
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system.GetCustomAssetLoader().LoadGameTexture(filename, s_file_library));
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s_hires_texture_cache.try_emplace(filename, std::move(hires_texture));
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}
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const auto [it, inserted] =
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const auto [it, inserted] =
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s_hires_texture_id_to_arbmipmap.try_emplace(filename, has_arbitrary_mipmaps);
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s_hires_texture_id_to_arbmipmap.try_emplace(filename, has_arbitrary_mipmaps);
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if (!inserted)
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if (!inserted)
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{
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{
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failed_insert = true;
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failed_insert = true;
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}
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}
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else
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{
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// Since this is just a texture (single file) the mapper doesn't really matter
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// just provide a string
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s_file_library->SetAssetIDMapData(
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filename, std::map<std::string, std::filesystem::path>{{"", path}});
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if (g_ActiveConfig.bCacheHiresTextures)
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{
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auto hires_texture = std::make_shared<HiresTexture>(
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has_arbitrary_mipmaps,
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system.GetCustomAssetLoader().LoadGameTexture(filename, s_file_library));
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s_hires_texture_cache.try_emplace(filename, std::move(hires_texture));
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}
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}
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}
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}
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}
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}
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