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AbstractTexture: Move Bind() method to Renderer
This makes state tracking simpler, and enables easier porting to command lists later on.
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@ -4,6 +4,7 @@
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#pragma once
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#include <array>
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#include <string>
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#include "Common/GL/GLUtil.h"
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@ -93,7 +94,9 @@ public:
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void SetScissorRect(const EFBRectangle& rc) override;
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void SetRasterizationState(const RasterizationState& state) override;
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void SetDepthState(const DepthState& state) override;
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void SetTexture(u32 index, const AbstractTexture* texture) override;
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void SetSamplerState(u32 index, const SamplerState& state) override;
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void UnbindTexture(const AbstractTexture* texture) override;
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void SetInterlacingMode() override;
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void SetViewport() override;
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@ -128,5 +131,7 @@ private:
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void BlitScreen(TargetRectangle src, TargetRectangle dst, GLuint src_texture, int src_width,
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int src_height);
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std::array<const AbstractTexture*, 8> m_bound_textures{};
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};
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}
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