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Implement texture filters in GL renderer #453

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// Get pointer to the texture data in 3DS memory
const auto textureData = std::span{gpu.getPointerPhys<u8>(tex.location), tex.sizeInBytes()};
// Override texture filtering if necessary by adjust the texunit config before uploading the texture
if (filterSetting == TextureFilter::ForceNearest) {
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Mm this should be moved elsewhere before merging, probably in SurfaceCache::Add, cause changing the texture config is very not ideal.

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