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Video Backends: Split texture cache code out into separate files, introduce 'AbstractTexture'
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29
Source/Core/VideoBackends/Software/SWTexture.h
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29
Source/Core/VideoBackends/Software/SWTexture.h
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// Copyright 2017 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include "Common/CommonTypes.h"
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#include "VideoCommon/AbstractTexture.h"
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#include "VideoCommon/VideoCommon.h"
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namespace SW
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{
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class SWTexture final : public AbstractTexture
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{
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public:
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explicit SWTexture(const TextureConfig& tex_config);
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~SWTexture() = default;
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void Bind(unsigned int stage) override;
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void CopyRectangleFromTexture(const AbstractTexture* source,
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const MathUtil::Rectangle<int>& srcrect,
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const MathUtil::Rectangle<int>& dstrect) override;
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void Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
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size_t buffer_size) override;
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};
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} // namespace SW
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