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RenderSystem: reverse engineer more of 'TextureAsset_s'
Reversed the last used frame (last time the texture was accumulated), and the last time the texture was credited. Also reversed the actual histogram bin fields; in Apex Legends there is a new one for the GPU driven texture streaming system.
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@ -1,6 +1,7 @@
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#ifndef TEXTURE_G_H
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#define TEXTURE_G_H
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#include <rtech/ipakfile.h>
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#include <imaterial.h>
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//-----------------------------------------------------------------------------
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// Structure definitions
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@ -30,8 +31,18 @@
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uint16 streamedTextureIndex;
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uint8 loadedStreamedMipLevelCount;
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uint8 totalStreamedMipLevelCount; // Does not get set until after RTech::CreateDXTexture.
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uint8 unk4[228];
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int lastUsedFrame;
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int lastFrame;
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int unknown;
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float accumStreamDB[MATERIAL_HISTOGRAM_BIN_COUNT];
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float accumGPUDriven[MATERIAL_HISTOGRAM_BIN_COUNT];
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char unk_84[88];
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uint8 unk5[57];
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ID3D11Texture2D* pInputTexture;
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ID3D11ShaderResourceView* pShaderResourceView;
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uint8 textureMipLevels;
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