fill in the texture_setimage function, fill in a few other functions, and change certain names to be a little more consistent
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@@ -1438,7 +1438,7 @@ enum gs_color_format texture_getcolorformat(texture_t tex)
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return static_cast<gs_texture_2d*>(tex)->format;
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}
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bool texture_map(texture_t tex, void **ptr, uint32_t *byte_width)
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bool texture_map(texture_t tex, void **ptr, uint32_t *row_bytes)
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{
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HRESULT hr;
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@@ -1454,7 +1454,7 @@ bool texture_map(texture_t tex, void **ptr, uint32_t *byte_width)
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return false;
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*ptr = map.pData;
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*byte_width = map.RowPitch;
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*row_bytes = map.RowPitch;
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return true;
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}
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@@ -1543,7 +1543,7 @@ enum gs_color_format stagesurface_getcolorformat(stagesurf_t stagesurf)
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}
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bool stagesurface_map(stagesurf_t stagesurf, const void **data,
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uint32_t *byte_width)
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uint32_t *row_bytes)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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if (FAILED(stagesurf->device->context->Map(stagesurf->texture, 0,
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@@ -1551,7 +1551,7 @@ bool stagesurface_map(stagesurf_t stagesurf, const void **data,
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return false;
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*data = map.pData;
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*byte_width = map.RowPitch;
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*row_bytes = map.RowPitch;
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return true;
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}
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