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Video Backends: Split texture cache code out into separate files, introduce 'AbstractTexture'
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@ -19,6 +19,7 @@ class StateTracker;
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class StreamBuffer;
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class Texture2D;
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class VertexFormat;
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class VKTexture;
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class XFBSource;
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class FramebufferManager : public FramebufferManagerBase
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@ -176,10 +177,10 @@ private:
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class XFBSource final : public XFBSourceBase
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{
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public:
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explicit XFBSource(std::unique_ptr<TextureCache::TCacheEntry> texture);
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explicit XFBSource(std::unique_ptr<AbstractTexture> texture);
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~XFBSource();
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TextureCache::TCacheEntry* GetTexture() const { return m_texture.get(); }
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VKTexture* GetTexture() const;
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// Guest -> GPU EFB Textures
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void DecodeToTexture(u32 xfb_addr, u32 fb_width, u32 fb_height) override;
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@ -187,7 +188,7 @@ public:
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void CopyEFB(float gamma) override;
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private:
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std::unique_ptr<TextureCache::TCacheEntry> m_texture;
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std::unique_ptr<AbstractTexture> m_texture;
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};
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} // namespace Vulkan
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