In the middle of multithreading parsers.
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28
include/assets/fallback_data/fallback_texture.hpp
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28
include/assets/fallback_data/fallback_texture.hpp
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#pragma once
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#include "assets/components/texture_components.hpp"
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#include "assets/data/texture_data.hpp"
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namespace assets
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{
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struct fallback_color
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{
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static constexpr auto components = (
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texture_components::flags::red |
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texture_components::flags::green |
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texture_components::flags::blue
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);
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texture_data::value_type r, g, b;
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};
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texture_data generate_fallback_texture(
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int width = 4,
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int height = 4,
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std::span<const fallback_color> colors = std::array{
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fallback_color{ .r = 255, .g = 0, b = 255 },
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fallback_color{ .r = 0, .g = 0, b = 0 }
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}
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);
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}
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