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								// Copyright (C) 2003 Dolphin Project.
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								// This program is free software: you can redistribute it and/or modify
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								// it under the terms of the GNU General Public License as published by
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								// the Free Software Foundation, version 2.0.
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								// This program is distributed in the hope that it will be useful,
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								// but WITHOUT ANY WARRANTY; without even the implied warranty of
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								// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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								// GNU General Public License 2.0 for more details.
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								// A copy of the GPL 2.0 should have been included with the program.
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								// If not, see http://www.gnu.org/licenses/
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								// Official SVN repository and contact information can be found at
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								// http://code.google.com/p/dolphin-emu/
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								// ---------------------------------------------------------------------------------------------
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								// GC graphics pipeline
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								// ---------------------------------------------------------------------------------------------
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								// 3d commands are issued through the fifo. The gpu draws to the 2MB EFB.
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								// The efb can be copied back into ram in two forms: as textures or as XFB.
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								// The XFB is the region in RAM that the VI chip scans out to the television.
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								// So, after all rendering to EFB is done, the image is copied into one of two XFBs in RAM.
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								// Next frame, that one is scanned out and the other one gets the copy. = double buffering.
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								// ---------------------------------------------------------------------------------------------
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								#ifndef _COMMON_RENDER_H_
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								#define _COMMON_RENDER_H_
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								#include "VideoCommon.h"
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								#include "MathUtil.h"
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								#include "pluginspecs_video.h"
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								// TODO: Move these out of here.
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								extern int frameCount;
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								extern int OSDChoice, OSDTime, OSDInternalW, OSDInternalH;
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								static int s_fps=0;
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								// Renderer really isn't a very good name for this class - it's more like "Misc".
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								// The long term goal is to get rid of this class and replace it with others that make
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								// more sense.
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								class Renderer
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								{
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								public:
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									static bool Init();
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									static void Shutdown();
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									// What's the real difference between these? Too similar names.
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									static void ResetAPIState();
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									static void RestoreAPIState();
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									static void ReinitView();
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									static void SetColorMask();
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									static void SetBlendMode(bool forceUpdate);
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									static bool SetScissorRect();
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									static void SetGenerationMode();
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									static void SetDepthMode();
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									static void SetLogicOpMode();
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									static void SetDitherMode();
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									static void SetLineWidth();
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									static void SetSamplerState(int stage,int texindex);
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									static void SetInterlacingMode();
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									// Live resolution change
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									static bool Allow2x();
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									static bool AllowCustom();
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									// Render target management
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									static int GetFrameBufferWidth();
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									static int GetFrameBufferHeight();
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									static int GetCustomWidth();
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									static int GetCustomHeight();
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									static int GetTargetWidth();
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									static int GetTargetHeight();
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									// Multiply any 2D EFB coordinates by these when rendering.
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									static float GetTargetScaleX();
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								    static float GetTargetScaleY();
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									static TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc);
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									static u32 AccessEFB(EFBAccessType type, int x, int y);
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									// Random utilities
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								    static void RenderText(const char* pstr, int left, int top, u32 color);
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									static void DrawDebugText();
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									static void SetScreenshot(const char *filename);
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									static void FlipImageData(u8 *data, int w, int h);
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									static bool SaveRenderTarget(const char *filename, int w, int h, int YOffset = 0);
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									static void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z);
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									static void RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
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								    // Finish up the current frame, print some stats
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								    static void Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight);
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								};
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								void UpdateViewport();
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								#endif // _COMMON_RENDER_H_
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