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OGL: Use ARB_texture_storage to allocate TextureCache entries
This ensures that they are complete textures by decoding time, as when using compute shaders we write directly to the destination texture.
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@ -51,8 +51,9 @@ struct VideoConfig
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bool bSupportsCopySubImage;
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u8 SupportedESPointSize;
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ES_TEXBUF_TYPE SupportedESTextureBuffer;
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bool bSupports2DTextureStorage;
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bool bSupports3DTextureStorage;
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bool bSupportsTextureStorage;
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bool bSupports2DTextureStorageMultisample;
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bool bSupports3DTextureStorageMultisample;
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bool bSupportsEarlyFragmentTests;
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bool bSupportsConservativeDepth;
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bool bSupportsAniso;
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