Blitter handles color/depth texture copies.
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@@ -14,6 +14,7 @@
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#include <unordered_map>
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#include <vector>
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#include "xenia/gpu/gl4/blitter.h"
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#include "xenia/gpu/gl4/circular_buffer.h"
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#include "xenia/gpu/gl4/gl_context.h"
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#include "xenia/gpu/sampler_info.h"
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@@ -57,9 +58,15 @@ class TextureCache {
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TextureEntryView* Demand(const TextureInfo& texture_info,
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const SamplerInfo& sampler_info);
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GLuint CopyReadBufferTexture(uint32_t guest_address, uint32_t x, uint32_t y,
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uint32_t width, uint32_t height,
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TextureFormat format, bool swap_channels);
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GLuint CopyTexture(Blitter* blitter, uint32_t guest_address, uint32_t x,
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uint32_t y, uint32_t width, uint32_t height,
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TextureFormat format, bool swap_channels,
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GLuint src_texture);
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GLuint ConvertTexture(Blitter* blitter, uint32_t guest_address, uint32_t x,
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uint32_t y, uint32_t width, uint32_t height,
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TextureFormat format, bool swap_channels,
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GLuint src_texture);
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private:
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struct ReadBufferTexture {
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