Playing with RTT.
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@@ -623,6 +623,9 @@ bool TextureCache::UploadTexture2D(GLuint texture,
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}
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size_t unpack_offset = allocation.offset;
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scratch_buffer_->Commit(std::move(allocation));
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// TODO(benvanik): avoid flush on entire buffer by using another texture
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// buffer.
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scratch_buffer_->Flush();
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, scratch_buffer_->handle());
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if (texture_info.is_compressed) {
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