Video Backends: Split texture cache code out into separate files, introduce 'AbstractTexture'

This commit is contained in:
iwubcode
2017-04-22 23:44:34 -05:00
parent 77c0539b5e
commit 2cdc93f4ab
48 changed files with 1822 additions and 1397 deletions

View File

@ -28,6 +28,7 @@
#include "VideoBackends/OGL/BoundingBox.h"
#include "VideoBackends/OGL/FramebufferManager.h"
#include "VideoBackends/OGL/OGLTexture.h"
#include "VideoBackends/OGL/PostProcessing.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/RasterFont.h"
@ -1692,7 +1693,7 @@ void Renderer::PrepareFrameDumpRenderTexture(u32 width, u32 height)
m_frame_dump_render_texture_width = width;
m_frame_dump_render_texture_height = height;
TextureCache::SetStage();
OGLTexture::SetStage();
}
void Renderer::DestroyFrameDumpResources()
@ -1745,7 +1746,7 @@ void Renderer::RestoreAPIState()
if (vm->m_last_vao)
glBindVertexArray(vm->m_last_vao);
TextureCache::SetStage();
OGLTexture::SetStage();
}
void Renderer::SetGenerationMode()