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AbstractTexture: Move Bind() method to Renderer
This makes state tracking simpler, and enables easier porting to command lists later on.
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@@ -476,8 +476,6 @@ void TextureCache::DecodeTextureOnGPU(TCacheEntry* entry, u32 dst_level, const u
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glDispatchCompute(dispatch_groups.first, dispatch_groups.second, 1);
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glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
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OGLTexture::SetStage();
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#ifdef TIME_TEXTURE_DECODING
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WARN_LOG(VIDEO, "Decode texture format %u size %ux%u took %.4fms", static_cast<u32>(format),
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width, height, timer.GetTimeMilliseconds());
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