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

@ -17,6 +17,7 @@
#include "Core/HW/Memmap.h"
#include "VideoBackends/OGL/FramebufferManager.h"
#include "VideoBackends/OGL/OGLTexture.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/Render.h"
#include "VideoBackends/OGL/SamplerCache.h"
@ -309,7 +310,7 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des
// Otherwise we get jaggies when a game uses yscaling (most PAL games)
EncodeToRamUsingShader(srcTexture, destAddr, dstWidth * 2, dstHeight, dstStride, true);
FramebufferManager::SetFramebuffer(0);
TextureCache::DisableStage(0);
OGLTexture::DisableStage(0);
g_renderer->RestoreAPIState();
}