gl_rasterizer_cache: Update BlitTextures to support non-Texture2D ColorTexture surfaces.
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				@ -414,9 +414,12 @@ static constexpr std::array<void (*)(u32, u32, u32, u8*, std::size_t, VAddr),
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        // clang-format on
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};
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static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rect, GLuint dst_tex,
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                         const MathUtil::Rectangle<u32>& dst_rect, SurfaceType type,
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                         GLuint read_fb_handle, GLuint draw_fb_handle) {
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static bool BlitSurface(const Surface& src_surface, const Surface& dst_surface,
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                        GLuint read_fb_handle, GLuint draw_fb_handle, std::size_t face = 0) {
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    const auto& src_params{src_surface->GetSurfaceParams()};
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    const auto& dst_params{dst_surface->GetSurfaceParams()};
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    OpenGLState prev_state{OpenGLState::GetCurState()};
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    SCOPE_EXIT({ prev_state.Apply(); });
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@ -427,42 +430,106 @@ static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rec
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    u32 buffers{};
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    if (type == SurfaceType::ColorTexture) {
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        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, src_tex,
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                               0);
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        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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    if (src_params.type == SurfaceType::ColorTexture) {
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        switch (src_params.target) {
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        case SurfaceParams::SurfaceTarget::Texture2D:
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            glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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                                   src_surface->Texture().handle, 0);
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            glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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                                   0, 0);
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            break;
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        case SurfaceParams::SurfaceTarget::TextureCubemap:
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            glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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                                   static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face),
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                                   src_surface->Texture().handle, 0);
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            glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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                                   static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face), 0,
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                                   0);
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            break;
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        case SurfaceParams::SurfaceTarget::Texture2DArray:
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            glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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                                      src_surface->Texture().handle, 0, 0);
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            glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, 0, 0, 0);
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            break;
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        case SurfaceParams::SurfaceTarget::Texture3D:
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            glFramebufferTexture3D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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                                   SurfaceTargetToGL(src_params.target),
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                                   src_surface->Texture().handle, 0, 0);
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            glFramebufferTexture3D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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                                   SurfaceTargetToGL(src_params.target), 0, 0, 0);
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            break;
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        default:
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            glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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                                   src_surface->Texture().handle, 0);
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            glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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                                   0, 0);
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            break;
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        }
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        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_tex,
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                               0);
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        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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        switch (dst_params.target) {
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        case SurfaceParams::SurfaceTarget::Texture2D:
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            glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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                                   dst_surface->Texture().handle, 0);
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            glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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                                   0, 0);
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            break;
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        case SurfaceParams::SurfaceTarget::TextureCubemap:
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            glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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                                   static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face),
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                                   dst_surface->Texture().handle, 0);
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            glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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                                   static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face), 0,
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                                   0);
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            break;
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        case SurfaceParams::SurfaceTarget::Texture2DArray:
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            glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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                                      dst_surface->Texture().handle, 0, 0);
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            glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, 0, 0, 0);
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            break;
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        case SurfaceParams::SurfaceTarget::Texture3D:
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            glFramebufferTexture3D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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                                   SurfaceTargetToGL(dst_params.target),
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                                   dst_surface->Texture().handle, 0, 0);
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            glFramebufferTexture3D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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                                   SurfaceTargetToGL(dst_params.target), 0, 0, 0);
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            break;
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        default:
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            glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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                                   dst_surface->Texture().handle, 0);
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            glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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                                   0, 0);
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            break;
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        }
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        buffers = GL_COLOR_BUFFER_BIT;
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    } else if (type == SurfaceType::Depth) {
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    } else if (src_params.type == SurfaceType::Depth) {
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        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, src_tex, 0);
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        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
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                               src_surface->Texture().handle, 0);
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        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, dst_tex, 0);
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        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
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                               dst_surface->Texture().handle, 0);
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        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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        buffers = GL_DEPTH_BUFFER_BIT;
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    } else if (type == SurfaceType::DepthStencil) {
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    } else if (src_params.type == SurfaceType::DepthStencil) {
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        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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                               src_tex, 0);
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                               src_surface->Texture().handle, 0);
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        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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                               dst_tex, 0);
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                               dst_surface->Texture().handle, 0);
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        buffers = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
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    }
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    glBlitFramebuffer(src_rect.left, src_rect.bottom, src_rect.right, src_rect.top, dst_rect.left,
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                      dst_rect.bottom, dst_rect.right, dst_rect.top, buffers,
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    const auto& rect{src_params.GetRect()};
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    glBlitFramebuffer(rect.left, rect.bottom, rect.right, rect.top, rect.left, rect.bottom,
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                      rect.right, rect.top, buffers,
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                      buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST);
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    return true;
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@ -841,9 +908,7 @@ Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& old_surface,
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        // using PBOs. The is also likely less accurate, as textures will be converted rather than
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        // reinterpreted.
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        BlitTextures(surface->Texture().handle, params.GetRect(), new_surface->Texture().handle,
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                     params.GetRect(), params.type, read_framebuffer.handle,
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                     draw_framebuffer.handle);
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        BlitSurface(old_surface, new_surface, read_framebuffer.handle, draw_framebuffer.handle);
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    } else {
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        // When use_accurate_framebuffers setting is enabled, perform a more accurate surface copy,
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        // where pixels are reinterpreted as a new format (without conversion). This code path uses
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