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TextureCache: Extract BP enum check to VideoCommon.
We have TOO many video backends.
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@ -204,14 +204,14 @@ void TextureCache::TCacheEntry::Load(const u8* buffer, u32 width, u32 height, u3
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TextureCache::SetStage();
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}
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void TextureCache::TCacheEntry::FromRenderTarget(u8* dstPointer, PEControl::PixelFormat srcFormat,
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void TextureCache::TCacheEntry::FromRenderTarget(u8* dstPointer, bool is_depth_copy,
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const EFBRectangle& srcRect, bool scaleByHalf,
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unsigned int cbufid, const float* colmat)
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{
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g_renderer->ResetAPIState(); // reset any game specific settings
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// Make sure to resolve anything we need to read from.
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const GLuint read_texture = (srcFormat == PEControl::Z24) ?
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const GLuint read_texture = is_depth_copy ?
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FramebufferManager::ResolveAndGetDepthTarget(srcRect) :
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FramebufferManager::ResolveAndGetRenderTarget(srcRect);
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@ -229,7 +229,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dstPointer, PEControl::Pixe
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glViewport(0, 0, config.width, config.height);
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GLuint uniform_location;
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if (srcFormat == PEControl::Z24)
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if (is_depth_copy)
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{
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s_DepthMatrixProgram.Bind();
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if (s_DepthCbufid != cbufid)
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@ -257,11 +257,11 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dstPointer, PEControl::Pixe
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}
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void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row,
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u32 num_blocks_y, u32 memory_stride, PEControl::PixelFormat srcFormat,
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u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
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const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf)
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{
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TextureConverter::EncodeToRamFromTexture(dst, format, native_width, bytes_per_row, num_blocks_y,
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memory_stride, srcFormat, isIntensity, scaleByHalf,
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memory_stride, is_depth_copy, isIntensity, scaleByHalf,
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srcRect);
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}
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