dx11: uwp doesn't need texture conversions
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@ -109,6 +109,7 @@ void DX11Texture::UploadToGPU(int width, int height, u8* temp_tex_buffer, bool m
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theDX11Context.getDeviceContext()->GenerateMips(textureView);
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}
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#ifndef TARGET_UWP
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bool DX11Texture::Force32BitTexture(TextureType type) const
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{
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if (IsWindows8OrGreater())
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@ -117,6 +118,7 @@ bool DX11Texture::Force32BitTexture(TextureType type) const
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// are not supported on Windows 7
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return type == TextureType::_565 || type == TextureType::_5551 || type == TextureType::_4444;
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}
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#endif
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bool DX11Texture::Delete()
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{
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@ -33,7 +33,9 @@ public:
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bool mipmapsIncluded = false) override;
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bool Delete() override;
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void loadCustomTexture();
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#ifndef TARGET_UWP
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bool Force32BitTexture(TextureType type) const override;
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#endif
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};
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class DX11TextureCache final : public BaseTextureCache<DX11Texture>
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