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Video Backends: Split texture cache code out into separate files, introduce 'AbstractTexture'
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@ -28,6 +28,7 @@
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#include "VideoBackends/OGL/BoundingBox.h"
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#include "VideoBackends/OGL/FramebufferManager.h"
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#include "VideoBackends/OGL/OGLTexture.h"
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#include "VideoBackends/OGL/PostProcessing.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoBackends/OGL/RasterFont.h"
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@ -1692,7 +1693,7 @@ void Renderer::PrepareFrameDumpRenderTexture(u32 width, u32 height)
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m_frame_dump_render_texture_width = width;
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m_frame_dump_render_texture_height = height;
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TextureCache::SetStage();
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OGLTexture::SetStage();
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}
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void Renderer::DestroyFrameDumpResources()
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@ -1745,7 +1746,7 @@ void Renderer::RestoreAPIState()
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if (vm->m_last_vao)
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glBindVertexArray(vm->m_last_vao);
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TextureCache::SetStage();
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OGLTexture::SetStage();
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}
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void Renderer::SetGenerationMode()
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