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								// Copyright 2009 Dolphin Emulator Project
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								// Licensed under GPLv2+
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								// Refer to the license.txt file included.
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								#pragma once
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								#include "Common/CommonTypes.h"
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								#include "VideoCommon/PerfQueryBase.h"
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								#include "VideoCommon/VideoCommon.h"
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								namespace EfbInterface
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								{
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									const int DEPTH_BUFFER_START = EFB_WIDTH * EFB_HEIGHT * 3;
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									// xfb color format - packed so the compiler doesn't mess with alignment
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								#pragma pack(push,1)
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									struct yuv422_packed
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									{
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										u8 Y;
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										u8 UV;
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									};
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								#pragma pack(pop)
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									// But this struct is only used internally, so we could optimise alignment
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									struct yuv444
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									{
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										u8 Y;
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										s8 U;
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										s8 V;
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									};
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									enum
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									{
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										ALP_C,
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										BLU_C,
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										GRN_C,
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										RED_C
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									};
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									// color order is ABGR in order to emulate RGBA on little-endian hardware
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									// does full blending of an incoming pixel
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									void BlendTev(u16 x, u16 y, u8 *color);
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									// compare z at location x,y
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									// writes it if it passes
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									// returns result of compare.
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									bool ZCompare(u16 x, u16 y, u32 z);
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									// sets the color and alpha
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									void SetColor(u16 x, u16 y, u8 *color);
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									void SetDepth(u16 x, u16 y, u32 depth);
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									void GetColor(u16 x, u16 y, u8 *color);
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									void GetColorYUV(u16 x, u16 y, yuv444 *color);
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									u32 GetDepth(u16 x, u16 y);
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									u8* GetPixelPointer(u16 x, u16 y, bool depth);
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									void CopyToXFB(yuv422_packed* xfb_in_ram, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma);
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									void BypassXFB(u8* texture, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma);
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									extern u32 perf_values[PQ_NUM_MEMBERS];
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									inline void IncPerfCounterQuadCount(PerfQueryType type)
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									{
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										// NOTE: hardware doesn't process individual pixels but quads instead.
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										// Current software renderer architecture works on pixels though, so
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										// we have this "quad" hack here to only increment the registers on
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										// every fourth rendered pixel
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										static u32 quad[PQ_NUM_MEMBERS];
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										if (++quad[type] != 3)
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											return;
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										quad[type] = 0;
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										++perf_values[type];
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									}
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								}
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