int draw offsets.
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@@ -207,8 +207,8 @@ struct SavedState {
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}
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};
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void Blitter::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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void Blitter::Draw(GLuint src_texture, int32_t src_x, int32_t src_y,
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int32_t src_width, int32_t src_height, GLenum filter) {
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_STENCIL_TEST);
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glDisablei(GL_BLEND, 0);
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@@ -246,11 +246,10 @@ void Blitter::Draw(GLuint src_texture, uint32_t src_x, uint32_t src_y,
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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void Blitter::BlitTexture2D(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_x, uint32_t dest_y,
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uint32_t dest_width, uint32_t dest_height,
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GLenum filter) {
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void Blitter::BlitTexture2D(GLuint src_texture, int32_t src_x, int32_t src_y,
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int32_t src_width, int32_t src_height,
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int32_t dest_x, int32_t dest_y, int32_t dest_width,
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int32_t dest_height, GLenum filter) {
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SavedState state;
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state.Save();
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@@ -265,11 +264,11 @@ void Blitter::BlitTexture2D(GLuint src_texture, uint32_t src_x, uint32_t src_y,
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state.Restore();
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}
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void Blitter::CopyColorTexture2D(GLuint src_texture, uint32_t src_x,
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uint32_t src_y, uint32_t src_width,
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uint32_t src_height, uint32_t dest_texture,
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uint32_t dest_x, uint32_t dest_y,
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uint32_t dest_width, uint32_t dest_height,
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void Blitter::CopyColorTexture2D(GLuint src_texture, int32_t src_x,
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int32_t src_y, int32_t src_width,
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int32_t src_height, GLuint dest_texture,
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int32_t dest_x, int32_t dest_y,
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int32_t dest_width, int32_t dest_height,
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GLenum filter) {
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SavedState state;
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state.Save();
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@@ -292,11 +291,11 @@ void Blitter::CopyColorTexture2D(GLuint src_texture, uint32_t src_x,
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state.Restore();
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}
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void Blitter::CopyDepthTexture(GLuint src_texture, uint32_t src_x,
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uint32_t src_y, uint32_t src_width,
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uint32_t src_height, uint32_t dest_texture,
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uint32_t dest_x, uint32_t dest_y,
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uint32_t dest_width, uint32_t dest_height) {
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void Blitter::CopyDepthTexture(GLuint src_texture, int32_t src_x, int32_t src_y,
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int32_t src_width, int32_t src_height,
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GLuint dest_texture, int32_t dest_x,
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int32_t dest_y, int32_t dest_width,
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int32_t dest_height) {
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SavedState state;
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state.Save();
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