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Video Backends: Split texture cache code out into separate files, introduce 'AbstractTexture'
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33
Source/Core/VideoCommon/AbstractTexture.h
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33
Source/Core/VideoCommon/AbstractTexture.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 "Common/MathUtil.h"
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#include "VideoCommon/TextureConfig.h"
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#include "VideoCommon/VideoCommon.h"
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class AbstractTexture
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{
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public:
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explicit AbstractTexture(const TextureConfig& c);
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virtual ~AbstractTexture();
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virtual void Bind(unsigned int stage) = 0;
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virtual bool Save(const std::string& filename, unsigned int level);
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virtual void CopyRectangleFromTexture(const AbstractTexture* source,
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const MathUtil::Rectangle<int>& srcrect,
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const MathUtil::Rectangle<int>& dstrect) = 0;
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virtual void Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
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size_t buffer_size) = 0;
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static bool IsCompressedHostTextureFormat(HostTextureFormat format);
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static size_t CalculateHostTextureLevelPitch(HostTextureFormat format, u32 row_length);
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const TextureConfig GetConfig() const;
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protected:
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const TextureConfig m_config;
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};
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