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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 23:11:58 +00:00
- moved the material class to 'common' as well.
This commit is contained in:
parent
580e463498
commit
65f15e1147
7 changed files with 53 additions and 59 deletions
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@ -973,7 +973,6 @@ set (PCH_SOURCES
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rendering/hwrenderer/postprocessing/hw_postprocess.cpp
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rendering/hwrenderer/postprocessing/hw_postprocess_cvars.cpp
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rendering/hwrenderer/postprocessing/hw_postprocessshader.cpp
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rendering/hwrenderer/textures/hw_material.cpp
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rendering/hwrenderer/textures/hw_precache.cpp
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rendering/hwrenderer/utility/hw_clock.cpp
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rendering/hwrenderer/utility/hw_cvars.cpp
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@ -1080,6 +1079,7 @@ set (PCH_SOURCES
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common/audio/music/music_config.cpp
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common/thirdparty/sfmt/SFMT.cpp
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common/textures/hw_ihwtexture.cpp
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common/textures/hw_material.cpp
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common/textures/bitmap.cpp
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common/textures/m_png.cpp
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common/textures/texture.cpp
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@ -22,14 +22,14 @@
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#include "filesystem.h"
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#include "m_png.h"
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#include "sbar.h"
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#include "stats.h"
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#include "r_utility.h"
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#include "c_dispatch.h"
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#include "v_video.h"
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#include "hw_ihwtexture.h"
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#include "hw_material.h"
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#include "texturemanager.h"
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#include "c_cvars.h"
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EXTERN_CVAR(Bool, gl_texture_usehires)
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IHardwareTexture* CreateHardwareTexture();
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//===========================================================================
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//
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@ -302,7 +302,7 @@ IHardwareTexture *FMaterial::GetLayer(int i, int translation, FTexture **pLayer)
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IHardwareTexture *hwtex = layer->SystemTextures.GetHardwareTexture(translation, mExpanded);
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if (hwtex == nullptr)
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{
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hwtex = screen->CreateHardwareTexture();
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hwtex = CreateHardwareTexture();
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layer->SystemTextures.AddHardwareTexture(translation, mExpanded, hwtex);
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}
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return hwtex;
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@ -310,29 +310,6 @@ IHardwareTexture *FMaterial::GetLayer(int i, int translation, FTexture **pLayer)
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return nullptr;
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void FMaterial::Precache()
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{
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screen->PrecacheMaterial(this, 0);
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void FMaterial::PrecacheList(SpriteHits &translations)
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{
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tex->SystemTextures.CleanUnused(translations, mExpanded);
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SpriteHits::Iterator it(translations);
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SpriteHits::Pair *pair;
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while(it.NextPair(pair)) screen->PrecacheMaterial(this, pair->Key);
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}
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//===========================================================================
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//
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//
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@ -399,6 +376,12 @@ FMaterial * FMaterial::ValidateTexture(FTextureID no, bool expand, bool translat
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}
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void DeleteMaterial(FMaterial* mat)
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{
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delete mat;
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}
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//-----------------------------------------------------------------------------
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//
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// Make sprite offset adjustment user-configurable per renderer.
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@ -425,26 +408,3 @@ CUSTOM_CVAR(Int, r_spriteadjust, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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}
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}
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//==========================================================================
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//
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// this must be copied back to textures.cpp later.
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//
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//==========================================================================
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FWrapperTexture::FWrapperTexture(int w, int h, int bits)
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{
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Width = w;
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Height = h;
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Format = bits;
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UseType = ETextureType::SWCanvas;
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bNoCompress = true;
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auto hwtex = screen->CreateHardwareTexture();
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// todo: Initialize here.
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SystemTextures.AddHardwareTexture(0, false, hwtex);
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}
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void DeleteMaterial(FMaterial* mat)
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{
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delete mat;
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}
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@ -5,10 +5,7 @@
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#include "m_fixed.h"
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#include "textures.h"
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#include "r_defs.h"
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struct FRemapTable;
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class FTextureShader;
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class IHardwareTexture;
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enum
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@ -56,8 +53,6 @@ public:
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FMaterial(FTexture *tex, bool forceexpand);
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~FMaterial();
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void SetSpriteRect();
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void Precache();
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void PrecacheList(SpriteHits &translations);
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int GetShaderIndex() const { return mShaderIndex; }
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void AddTextureLayer(FTexture *tex)
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{
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@ -51,6 +51,7 @@
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// Wrappers to keep the definitions of these classes out of here.
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void DeleteMaterial(FMaterial* mat);
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void DeleteSoftwareTexture(FSoftwareTexture *swtex);
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IHardwareTexture* CreateHardwareTexture();
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FTexture *CreateBrightmapTexture(FImageSource*);
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@ -846,3 +847,21 @@ void FTexCoordInfo::GetFromTexture(FTexture *tex, float x, float y, bool forcewo
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}
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//==========================================================================
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//
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// this must be copied back to textures.cpp later.
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//
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//==========================================================================
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FWrapperTexture::FWrapperTexture(int w, int h, int bits)
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{
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Width = w;
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Height = h;
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Format = bits;
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UseType = ETextureType::SWCanvas;
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bNoCompress = true;
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auto hwtex = CreateHardwareTexture();
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// todo: Initialize here.
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SystemTextures.AddHardwareTexture(0, false, hwtex);
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}
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@ -51,10 +51,23 @@ static void PrecacheTexture(FTexture *tex, int cache)
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if (cache & (FTextureManager::HIT_Wall | FTextureManager::HIT_Flat | FTextureManager::HIT_Sky))
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{
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FMaterial * gltex = FMaterial::ValidateTexture(tex, false);
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if (gltex) gltex->Precache();
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if (gltex) screen->PrecacheMaterial(gltex, 0);
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}
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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static void PrecacheList(FMaterial *gltex, SpriteHits& translations)
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{
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gltex->tex->SystemTextures.CleanUnused(translations, gltex->isExpanded());
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SpriteHits::Iterator it(translations);
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SpriteHits::Pair* pair;
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while (it.NextPair(pair)) screen->PrecacheMaterial(gltex, pair->Key);
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}
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//==========================================================================
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//
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// DFrameBuffer :: PrecacheSprite
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@ -64,7 +77,7 @@ static void PrecacheTexture(FTexture *tex, int cache)
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static void PrecacheSprite(FTexture *tex, SpriteHits &hits)
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{
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FMaterial * gltex = FMaterial::ValidateTexture(tex, true);
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if (gltex) gltex->PrecacheList(hits);
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if (gltex) PrecacheList(gltex, hits);
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}
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//==========================================================================
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@ -15,6 +15,7 @@ class FCanvasTexture;
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class FileWriter;
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class DCanvas;
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struct FLevelLocals;
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class PClassActor;
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struct FRenderer
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{
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@ -567,3 +567,9 @@ DEFINE_GLOBAL(CleanYfac_1)
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DEFINE_GLOBAL(CleanWidth_1)
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DEFINE_GLOBAL(CleanHeight_1)
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DEFINE_GLOBAL(generic_ui)
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IHardwareTexture* CreateHardwareTexture()
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{
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return screen->CreateHardwareTexture();
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}
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