Blitter handles color/depth texture copies.
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@@ -32,22 +32,30 @@ class Blitter {
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uint32_t dest_y, uint32_t dest_width, uint32_t dest_height,
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GLenum filter);
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void CopyTexture2D(GLuint src_texture, uint32_t src_x, uint32_t src_y,
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uint32_t src_width, uint32_t src_height,
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uint32_t dest_texture, uint32_t dest_x, uint32_t dest_y,
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uint32_t dest_width, uint32_t dest_height, GLenum filter);
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void CopyColorTexture2D(GLuint src_texture, uint32_t src_x, uint32_t src_y,
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uint32_t src_width, uint32_t src_height,
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uint32_t dest_texture, uint32_t dest_x,
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uint32_t dest_y, uint32_t dest_width,
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uint32_t dest_height, GLenum filter);
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void CopyDepthTexture(GLuint src_texture, uint32_t src_x, uint32_t src_y,
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uint32_t src_width, uint32_t src_height,
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uint32_t dest_texture, uint32_t dest_x, uint32_t dest_y,
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uint32_t dest_width, uint32_t dest_height);
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private:
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void Draw(GLuint src_texture, uint32_t src_x, uint32_t src_y,
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uint32_t src_width, uint32_t src_height, GLenum filter);
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GLuint vertex_program_;
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GLuint fragment_program_;
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GLuint pipeline_;
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GLuint color_fragment_program_;
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GLuint depth_fragment_program_;
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GLuint color_pipeline_;
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GLuint depth_pipeline_;
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GLuint vbo_;
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GLuint vao_;
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GLuint nearest_sampler_;
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GLuint linear_sampler_;
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GLuint scratch_framebuffer_;
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};
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} // namespace gl4
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