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