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[Fix] (DirectVulkan): answer a texture-image query from the CPU shadow when the texture has no VkImage
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@@ -8,9 +8,17 @@
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#pragma once
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#include <Includes.h>
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#include <MG_State/GLState/TextureState/TextureObject.h>
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namespace MobileGL::MG_Impl::GLImpl {
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/* @INSERTION_POINT:FUNCTION_DECLARATION@ */
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// Answers a texture-image query straight out of the CPU shadow, honouring the pack state and a
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// bound PIXEL_PACK_BUFFER. This is the whole of glGetTexImage on a build with no backend
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// readback, and it is also the sound fallback for a backend that has no GPU image to read: with
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// no image, nothing GPU-side can ever have written the texture, so the shadow IS its content.
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void CopyTextureImageToClientOrPBO_State(const SharedPtr<MG_State::GLState::ITextureObject>& textureObject,
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TextureUploadTarget textureUploadTarget, GLint level, GLenum format,
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GLenum type, GLsizei bufSize, void* pixels, const char* caller);
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// The sized internal formats a buffer texture accepts (GL 4.6 core table 8.16). The buffer
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// clears take the same list, so it is shared rather than written out twice.
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Bool IsBufferTextureInternalFormat(GLenum internalformat);
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