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VideoCommon: Split BBox* functions into common and backend implementation variants
This will allow for some aspects of bounding box to be handled in VideoCommon instead of individual backends.
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@ -39,8 +39,8 @@ public:
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u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) override;
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void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points) override {}
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u16 BBoxRead(int index) override;
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void BBoxWrite(int index, u16 value) override;
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u16 BBoxReadImpl(int index) override;
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void BBoxWriteImpl(int index, u16 value) override;
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void RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
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const AbstractTexture* source_texture,
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