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								// Copyright (C) 2003-2009 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 _GCOGL_RENDER_H_
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								#define _GCOGL_RENDER_H_
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								#include "TextureMngr.h"
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								#include <Cg/cg.h>
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								#include <Cg/cgGL.h>
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								extern CGcontext g_cgcontext;
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								extern CGprofile g_cgvProf, g_cgfProf;
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								extern int frameCount;
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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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								    // initialize opengl standard values (like viewport)
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								    static bool InitializeGL();
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								    static void ResetGLState();
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								    static void RestoreGLState();
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									static void SwapBuffers();
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									static bool IsUsingATIDrawBuffers();
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									static bool IsBlack();
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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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									// Render target management
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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 void SetFramebuffer(GLuint fb);
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								    static void SetRenderTarget(GLuint targ); // if targ is 0, sets to original render target
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									// If in MSAA mode, this will perform a resolve of the specified rectangle, and return the resolve target as a texture ID.
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									// Thus, this call may be expensive. Don't repeat it unnecessarily.
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									// If not in MSAA mode, will just return the render target texture ID.
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									// After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to.
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									static GLuint ResolveAndGetRenderTarget(const TRectangle &rect);
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									// Same as above but for the depth Target.
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									// After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to.
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								    static GLuint ResolveAndGetDepthTarget(const TRectangle &rect);
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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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								    // Finish up the current frame, print some stats
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								    static void Swap(const TRectangle& rc);
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								};
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								void ComputeBackbufferRectangle(TRectangle *rc);
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								#endif // _GCOGL_RENDER_H_
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