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								// Copyright 2009 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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								#pragma once
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								#include "Common/CommonTypes.h"
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								#include "VideoCommon/PerfQueryBase.h"
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								#include "VideoCommon/VideoCommon.h"
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								namespace EfbInterface
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								{
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								const int DEPTH_BUFFER_START = EFB_WIDTH * EFB_HEIGHT * 3;
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								// xfb color format - packed so the compiler doesn't mess with alignment
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								#pragma pack(push, 1)
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								struct yuv422_packed
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								{
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								  u8 Y;
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								  u8 UV;
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								};
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								#pragma pack(pop)
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								// But this struct is only used internally, so we could optimise alignment
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								struct yuv444
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								{
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								  u8 Y;
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								  s8 U;
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								  s8 V;
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								};
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								enum
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								{
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								  ALP_C,
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								  BLU_C,
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								  GRN_C,
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								  RED_C
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								};
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								// color order is ABGR in order to emulate RGBA on little-endian hardware
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								// does full blending of an incoming pixel
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								void BlendTev(u16 x, u16 y, u8* color);
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								// compare z at location x,y
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								// writes it if it passes
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								// returns result of compare.
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								bool ZCompare(u16 x, u16 y, u32 z);
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								// sets the color and alpha
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								void SetColor(u16 x, u16 y, u8* color);
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								void SetDepth(u16 x, u16 y, u32 depth);
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								u32 GetColor(u16 x, u16 y);
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								yuv444 GetColorYUV(u16 x, u16 y);
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								u32 GetDepth(u16 x, u16 y);
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								u8* GetPixelPointer(u16 x, u16 y, bool depth);
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								void CopyToXFB(yuv422_packed* xfb_in_ram, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,
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								               float Gamma);
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								void BypassXFB(u8* texture, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma);
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								extern u32 perf_values[PQ_NUM_MEMBERS];
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								inline void IncPerfCounterQuadCount(PerfQueryType type)
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								{
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								  // NOTE: hardware doesn't process individual pixels but quads instead.
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								  // Current software renderer architecture works on pixels though, so
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								  // we have this "quad" hack here to only increment the registers on
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								  // every fourth rendered pixel
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								  static u32 quad[PQ_NUM_MEMBERS];
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								  if (++quad[type] != 3)
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								    return;
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								  quad[type] = 0;
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								  ++perf_values[type];
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								}
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								}
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