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								// Copyright 2008 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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								#include "Common/ChunkFile.h"
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								#include "VideoCommon/BoundingBox.h"
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								#include "VideoCommon/BPMemory.h"
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								#include "VideoCommon/CommandProcessor.h"
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								#include "VideoCommon/CPMemory.h"
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								#include "VideoCommon/Fifo.h"
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								#include "VideoCommon/GeometryShaderManager.h"
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								#include "VideoCommon/PixelEngine.h"
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								#include "VideoCommon/PixelShaderManager.h"
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								#include "VideoCommon/TextureDecoder.h"
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								#include "VideoCommon/VertexManagerBase.h"
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								#include "VideoCommon/VertexShaderManager.h"
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								#include "VideoCommon/VideoState.h"
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								#include "VideoCommon/XFMemory.h"
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								static void DoState(PointerWrap &p)
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								{
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									// BP Memory
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									p.Do(bpmem);
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									p.DoMarker("BP Memory");
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									// CP Memory
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									DoCPState(p);
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									// XF Memory
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									p.Do(xfmem);
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									p.DoMarker("XF Memory");
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									// Texture decoder
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									p.DoArray(texMem);
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									p.DoMarker("texMem");
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									// FIFO
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									Fifo_DoState(p);
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									p.DoMarker("Fifo");
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									CommandProcessor::DoState(p);
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									p.DoMarker("CommandProcessor");
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									PixelEngine::DoState(p);
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									p.DoMarker("PixelEngine");
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									// the old way of replaying current bpmem as writes to push side effects to pixel shader manager doesn't really work.
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									PixelShaderManager::DoState(p);
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									p.DoMarker("PixelShaderManager");
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									VertexShaderManager::DoState(p);
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									p.DoMarker("VertexShaderManager");
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									GeometryShaderManager::DoState(p);
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									p.DoMarker("GeometryShaderManager");
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									VertexManager::DoState(p);
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									p.DoMarker("VertexManager");
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									BoundingBox::DoState(p);
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									p.DoMarker("BoundingBox");
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									// TODO: search for more data that should be saved and add it here
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								}
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								void VideoCommon_DoState(PointerWrap &p)
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								{
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									DoState(p);
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								}
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								void VideoCommon_RunLoop(bool enable)
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								{
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												Big Fifo Commit Part2: Now the fifo is more stable than my first commit, so is time...
- ReImplementing Single Core Mode like Dual Core Mode Style.
- Stage 1: My goal is, we have the Fifo, CommandProccessor code the more clear, maintenible and documented possible. When I quit dolphin I want any developer can continue with the work only reading the code.
	
* Big Refactoring: A lot of functions was changed the names, and modularized.
Now the FifoLoop and CatchUpGPU does not exist, was replaced by RunGpu() and RunGpuLoop().
The general idea is modeling the code like the real HW. The fifo is only a buffer where the Write Gather Pipe write the commands and from the Graphic Processor read these.
* Big Clean UP a lot of obsolete code and comments was deleted, like DcFakeWachDog, "Fifo very soon hack", etc.
In the stage 2, I will refactoring more code doing emphasis in the division of CommandProcessor, Fifo, Gpu Emulation. Beside I will comment all functions and variables in the code (Don't worry I will ask for English help for this part ;) )
Please test a lot SC mode and DC mode :)
Thank you so much for testing always and the patience. I don't like broke your favorite game but... you must believe me this part is very sensible, I only try to contribute for have a better and stable dolphin emulator.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7185 8ced0084-cf51-0410-be5f-012b33b47a6e
											
										 
										
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									EmulatorState(enable);
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								}
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								void VideoCommon_Init()
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									memset(&g_main_cp_state, 0, sizeof(g_main_cp_state));
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									memset(&g_preprocess_cp_state, 0, sizeof(g_preprocess_cp_state));
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									memset(texMem, 0, TMEM_SIZE);
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								}
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