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								#pragma once
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								#include <memory>
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								#include "VideoBackends/Software/SWTexture.h"
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								#include "VideoBackends/Software/TextureEncoder.h"
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								#include "VideoCommon/TextureCacheBase.h"
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								namespace SW
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								{
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								class TextureCache : public TextureCacheBase
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								{
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								public:
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								  bool CompileShaders() override { return true; }
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								  void DeleteShaders() override {}
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								  void ConvertTexture(TCacheEntry* entry, TCacheEntry* unconverted, const void* palette,
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								                      TLUTFormat format) override
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								  {
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								  }
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								  void CopyEFB(u8* dst, const EFBCopyParams& params, u32 native_width, u32 bytes_per_row,
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								               u32 num_blocks_y, u32 memory_stride, const EFBRectangle& src_rect,
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								               bool scale_by_half, float y_scale, float gamma, bool clamp_top, bool clamp_bottom,
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								               const CopyFilterCoefficientArray& filter_coefficients) override
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								  {
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								    TextureEncoder::Encode(dst, params, native_width, bytes_per_row, num_blocks_y, memory_stride,
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								                           src_rect, scale_by_half, y_scale, gamma);
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								  }
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								private:
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								  void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, const EFBRectangle& src_rect,
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								                           bool scale_by_half, EFBCopyFormat dst_format, bool is_intensity,
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								                           float gamma, bool clamp_top, bool clamp_bottom,
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								                           const CopyFilterCoefficientArray& filter_coefficients) override
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								  {
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								    // TODO: If we ever want to "fake" vram textures, we would need to implement this
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								  }
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								};
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								}  // namespace SW
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