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texture_cache: Pass TIC to texture cache
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@ -1022,7 +1022,7 @@ bool RasterizerOpenGL::SetupTexture(const Shader& shader, u32 binding,
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auto& unit{state.texture_units[binding]};
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unit.sampler = sampler_cache.GetSampler(texture.tsc);
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const auto view = texture_cache.GetTextureSurface(texture, entry);
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const auto view = texture_cache.GetImageSurface(texture.tic, entry);
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if (!view) {
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// Can occur when texture addr is null or its memory is unmapped/invalid
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unit.texture = 0;
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