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								// Copyright (C) 2003-2008 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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								// How the non-true-XFB mode COULD work:
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								//
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								// The game renders to the EFB:
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								//  
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								// ----------------------+
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								// |                     |
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								// |                     |
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								// |                     |
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								// |                     |
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								// |                     |
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								// |                     |   efb_height
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								// |                     |
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								// |                     |
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								// | - - - - - - - - - - |
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								// |                     |
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								// +---------------------+
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								//        efb_width
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								//
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								// At XFB blit time, the top 640-xxx X XXX part of the above buffer (size dotted below),
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								// should be stretch blitted into the inner rectangle of the window:
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								// +-----------------------------------------+
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								// |       |                        |        |
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								// |       |                     .  |        |
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								// |       |                        |        |
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								// |       |                     .  |        |
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								// |       |                        |        |
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								// |       |                     .  |        |  OpenGL_Height()
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								// |       |                        |        |
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								// |       |                     .  |        |
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								// |       | - - - - - - - - - -    |        |
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								// |       |                      \ |        |
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								// +-------+---------------------------------+
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								//                OpenGL_Width()
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								//
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								//
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								// efb_width and efb_height can even be adjusted so that the last blit will result
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								// in a 1:1 rather than a stretch. That would require creating a bigger efb from the
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								// start though.
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								//
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								// The above is not how it works today.
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								/*
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								int win_w = OpenGL_Width();
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								int win_h = OpenGL_Height();
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								int blit_w_640 = last_xfb_specified_width;
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								int blit_h_640 = last_xfb_specified_height;
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								*/
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								#ifndef GCOGL_RENDER
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								#define GCOGL_RENDER
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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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								    static void FlushZBufferAlphaToTarget();
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								public:
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								    enum RenderMode
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								    {
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								        RM_Normal=0,     // normal target as color0, ztarget as color1
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								        RM_ZBufferOnly,  // zbuffer as color0
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								        RM_ZBufferAlpha, // zbuffer as color0, also will dump alpha info to regular target once mode is switched
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								                         // use stencil buffer to indicate what pixels were written
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								    };
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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 AddMessage(const char* str, u32 ms);
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								    static void ProcessMessages(); // draw the current messages on the screen
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								    static void RenderText(const char* pstr, int left, int top, u32 color);
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								    static void ReinitView(int nNewWidth, int nNewHeight);
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								    static int GetTargetWidth();
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								    static int GetTargetHeight();
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								    static bool CanBlendLogicOp();
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								    static void SetCgErrorOutput(bool bOutput);
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								    static void ResetGLState();
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								    static void RestoreGLState();
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								    static bool IsUsingATIDrawBuffers();
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								    static bool HaveStencilBuffer();
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								    static void SetZBufferRender(); // sets rendering of the zbuffer using MRTs
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								    static GLuint GetZBufferTarget();
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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 SetRenderMode(RenderMode mode);
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								    static RenderMode GetRenderMode();
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								    static void SetRenderTarget(GLuint targ); // if targ is 0, sets to original render target
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								    static void SetDepthTarget(GLuint targ);
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								    static void SetFramebuffer(GLuint fb);
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									static GLuint GetRenderTarget();
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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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									static void SwapBuffers();
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								    static bool SaveRenderTarget(const char* filename, int jpeg);
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								};
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								#endif
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