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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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								#ifndef _VIDEOCOMMON_H
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								#define _VIDEOCOMMON_H
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								#include "Common.h"
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								#include "MathUtil.h"
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								#include "pluginspecs_video.h"
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								#if defined(_MSC_VER) && !defined(__x86_64__) && !defined(_M_X64)
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								void * memcpy_amd(void *dest, const void *src, size_t n);
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								unsigned char memcmp_mmx(const void* src1, const void* src2, int cmpsize);
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								#define memcpy_gc memcpy_amd
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								#define memcmp_gc memcmp_mmx
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								#else
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								#define memcpy_gc memcpy
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								#define memcmp_gc memcmp
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								#endif
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								// These are accurate (disregarding AA modes).
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								enum
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								{
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									EFB_WIDTH = 640,
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									EFB_HEIGHT = 528,
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								};
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								enum
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								{
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									// XFB width is decided by EFB copy operation. The VI can do horizontal
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									// scaling (TODO: emulate).
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									MAX_XFB_WIDTH = EFB_WIDTH,
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									// Although EFB height is 528, 574-line XFB's can be created either with
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									// vertical scaling by the EFB copy operation or copying to multiple XFB's
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									// that are next to each other in memory (TODO: handle that situation).
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									MAX_XFB_HEIGHT = 574
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								};
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								// If this is enabled, bounding boxes will be computed for everything drawn.
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								// This can theoretically have a big speed hit in some geom heavy games. Needs more work.
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								// Helps some effects in Paper Mario (but they aren't quite right yet).
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								// Do testing to figure out if the speed hit is bad?
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								// #define BBOX_SUPPORT
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								extern SVideoInitialize g_VideoInitialize;
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								inline u8 *Memory_GetPtr(u32 _uAddress)
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								{
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									return g_VideoInitialize.pGetMemoryPointer(_uAddress);
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								}
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								inline u8 Memory_Read_U8(u32 _uAddress)
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								{
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									return *(u8*)g_VideoInitialize.pGetMemoryPointer(_uAddress);
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								}
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								inline u16 Memory_Read_U16(u32 _uAddress)
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								{
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									return Common::swap16(*(u16*)g_VideoInitialize.pGetMemoryPointer(_uAddress));
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								}
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								inline u32 Memory_Read_U32(u32 _uAddress)
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								{
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									return Common::swap32(*(u32*)g_VideoInitialize.pGetMemoryPointer(_uAddress));
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								}
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								inline u8* Memory_Read_U8_Ptr(u32 _uAddress)
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								{
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									return (u8*)g_VideoInitialize.pGetMemoryPointer(_uAddress);
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								}
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								inline u16* Memory_Read_U16_Unswapped_Ptr(u32 _uAddress)
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								{
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									return (u16*)g_VideoInitialize.pGetMemoryPointer(_uAddress);
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								}
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								inline u32* Memory_Read_U32_Unswapped_Ptr(u32 _uAddress)
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								{
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									return (u32*)g_VideoInitialize.pGetMemoryPointer(_uAddress);
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								}
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								inline float Memory_Read_Float(u32 _uAddress)
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								{
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									union {u32 i; float f;} temp;
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									temp.i = Memory_Read_U32(_uAddress);
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									return temp.f;
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								}
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								// Logging
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								// ----------
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								void HandleGLError();
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								// This structure should only be used to represent a rectangle in EFB
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								// coordinates, where the origin is at the upper left and the frame dimensions
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								// are 640 x 528.
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								struct EFBRectangle : public MathUtil::Rectangle<int>
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								{};
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								// This structure should only be used to represent a rectangle in standard target
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								// coordinates, where the origin is at the lower left and the frame dimensions
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								// depend on the resolution settings. Use Renderer::ConvertEFBRectangle to
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								// convert an EFBRectangle to a TargetRectangle.
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								struct TargetRectangle : public MathUtil::Rectangle<int>
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								{
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								#ifdef _WIN32
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									// Only used by D3D plugin.
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									const RECT *AsRECT() const {
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										// The types are binary compatible so this works.
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										return (const RECT *)this;
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									}
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								#endif
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								};
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								#ifdef _WIN32
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								#define PRIM_LOG(...) {DEBUG_LOG(VIDEO, __VA_ARGS__)}
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								#else
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								#define PRIM_LOG(...) {DEBUG_LOG(VIDEO, ##__VA_ARGS__)}
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								#endif
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								// #define LOG_VTX() DEBUG_LOG(VIDEO, "vtx: %f %f %f, ", ((float*)VertexManager::s_pCurBufferPointer)[0], ((float*)VertexManager::s_pCurBufferPointer)[1], ((float*)VertexManager::s_pCurBufferPointer)[2]);
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								#define LOG_VTX()
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								bool IsD3D();
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								typedef enum
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								{
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									API_OPENGL,
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									API_D3D9,
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									API_D3D11,
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									API_GLSL
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								} API_TYPE;
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								#endif  // _VIDEOCOMMON_H
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