forked from dolphin-emu/dolphin
		
	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3234 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			227 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			227 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// 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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#include "BPFunctions.h"
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#include "Globals.h"
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#include "Profiler.h"
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#include "Config.h"
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#include "VertexManager.h"
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#include "Render.h"
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#include "TextureMngr.h"
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#include "TextureConverter.h"
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#include "VertexShaderManager.h"
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#include "XFB.h"
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#include "main.h"
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namespace BPFunctions
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{
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// ----------------------------------------------
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// State translation lookup tables
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// Reference: Yet Another Gamecube Documentation
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// ----------------------------------------------
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static const GLenum glCmpFuncs[8] = {
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	GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, GL_ALWAYS
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};
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static const GLenum glLogicOpCodes[16] = {
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    GL_CLEAR, GL_AND, GL_AND_REVERSE, GL_COPY, GL_AND_INVERTED, GL_NOOP, GL_XOR, 
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	GL_OR, GL_NOR, GL_EQUIV, GL_INVERT, GL_OR_REVERSE, GL_COPY_INVERTED, GL_OR_INVERTED, GL_NAND, GL_SET
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};
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void FlushPipeline()
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{
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	VertexManager::Flush();
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}
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void SetGenerationMode(const Bypass &bp)
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{
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    // none, ccw, cw, ccw
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    if (bpmem.genMode.cullmode > 0) 
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	{
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        glEnable(GL_CULL_FACE);
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        glFrontFace(bpmem.genMode.cullmode == 2 ? GL_CCW : GL_CW);
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    }
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    else
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		glDisable(GL_CULL_FACE);
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}
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void SetScissor(const Bypass &bp)
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{
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	if (!Renderer::SetScissorRect())
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		if (bp.address == BPMEM_SCISSORBR)
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			ERROR_LOG(VIDEO, "bad scissor!");
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}
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void SetLineWidth(const Bypass &bp)
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{
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	float fratio = xfregs.rawViewport[0] != 0 ? ((float)Renderer::GetTargetWidth() / EFB_WIDTH) : 1.0f;
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	if (bpmem.lineptwidth.linesize > 0)
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		glLineWidth((float)bpmem.lineptwidth.linesize * fratio / 6.0f); // scale by ratio of widths
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	if (bpmem.lineptwidth.pointsize > 0)
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		glPointSize((float)bpmem.lineptwidth.pointsize * fratio / 6.0f);
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}
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void SetDepthMode(const Bypass &bp)
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{
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	if (bpmem.zmode.testenable) 
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	{
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		glEnable(GL_DEPTH_TEST);
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		glDepthMask(bpmem.zmode.updateenable ? GL_TRUE : GL_FALSE);
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		glDepthFunc(glCmpFuncs[bpmem.zmode.func]);
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	}
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	else 
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	{
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		// if the test is disabled write is disabled too
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		glDisable(GL_DEPTH_TEST);
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		glDepthMask(GL_FALSE);
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	}
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}
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void SetBlendMode(const Bypass &bp)
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{
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	Renderer::SetBlendMode(false);
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}
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void SetDitherMode(const Bypass &bp)
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{
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    if (bpmem.blendmode.dither) 
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		glEnable(GL_DITHER);
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    else 
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		glDisable(GL_DITHER);
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}
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void SetLogicOpMode(const Bypass &bp)
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{
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	if (bpmem.blendmode.logicopenable) 
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	{
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		glEnable(GL_COLOR_LOGIC_OP);
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		glLogicOp(glLogicOpCodes[bpmem.blendmode.logicmode]);
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	}
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	else 
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		glDisable(GL_COLOR_LOGIC_OP);
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}
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void SetColorMask(const Bypass &bp)
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{
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    Renderer::SetColorMask();
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}
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float GetRendererTargetScaleX()
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{
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	return Renderer::GetTargetScaleX();
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}
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float GetRendererTargetScaleY()
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{
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	return Renderer::GetTargetScaleY();
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}
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void CopyEFB(const Bypass &bp, const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 ©fmt, const bool &scaleByHalf)
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{
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	// bpmem.zcontrol.pixel_format to PIXELFMT_Z24 is when the game wants to copy from ZBuffer (Zbuffer uses 24-bit Format)
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	if (!g_Config.bEFBCopyDisable)
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		if (g_Config.bCopyEFBToRAM) // To RAM
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			TextureConverter::EncodeToRam(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
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		else // To OGL Texture
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			TextureMngr::CopyRenderTargetToTexture(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
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}
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void RenderToXFB(const Bypass &bp, const TRectangle &multirc, const float &yScale, const float &xfbLines, u8* pXFB, const u32 &dstWidth, const u32 &dstHeight)
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{
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    // EFB to XFB
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	if (g_Config.bUseXFB)
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	{
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		XFB_Write(pXFB, multirc, dstWidth, dstHeight);
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		// FIXME: we draw XFB from here in DC mode.
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		// Bad hack since we can have multiple EFB to XFB copy before a draw.
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		// Plus we should use width and height from VI regs (see VI->Update()).
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		// Dixit donkopunchstania for the info.
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		//DebugLog("(EFB to XFB->XFB_Draw): ptr: %08x | %ix%i", (u32)pXFB, dstWidth, dstHeight);
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		if (g_VideoInitialize.bUseDualCore)
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			XFB_Draw(pXFB, dstWidth, dstHeight, 0);
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	}
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	else
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	{
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		// Hm, we need to compensate for the fact that the copy may be bigger than what is displayed.
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		// Seen in Spartan Warrior. Not sure how to deal with it yet.
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		Renderer::Swap(multirc);
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	}
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	g_VideoInitialize.pCopiedToXFB();
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}
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void ClearScreen(const Bypass &bp, const TRectangle &multirc)
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{
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	// Update the view port for clearing the picture
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	glViewport(0, 0, Renderer::GetTargetWidth(), Renderer::GetTargetHeight());
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    // Always set the scissor in case it was set by the game and has not been reset
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	glScissor(multirc.left, (Renderer::GetTargetHeight() - multirc.bottom), 
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		(multirc.right - multirc.left), (multirc.bottom - multirc.top));
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	// ---------------------------
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    VertexShaderManager::SetViewportChanged();
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    // Since clear operations use the source rectangle, we have to do
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	// regular renders (glClear clears the entire buffer)
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    if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate || bpmem.zmode.updateenable)
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	{                    
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        GLbitfield bits = 0;
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        if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate)
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		{
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            u32 clearColor = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
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			glClearColor(((clearColor>>16) & 0xff)*(1/255.0f),
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						 ((clearColor>>8 ) & 0xff)*(1/255.0f),
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						 ((clearColor>>0 ) & 0xff)*(1/255.0f),
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						 ((clearColor>>24) & 0xff)*(1/255.0f));
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            bits |= GL_COLOR_BUFFER_BIT;
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        }
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        if (bpmem.zmode.updateenable)
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		{
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            glClearDepth((float)(bpmem.clearZValue & 0xFFFFFF) / float(0xFFFFFF));
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            bits |= GL_DEPTH_BUFFER_BIT;
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        }
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        glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
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        glClear(bits);
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    }
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}
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void RestoreRenderState(const Bypass &bp)
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{
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	Renderer::RestoreGLState();
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}
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bool GetConfig(const int &type)
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{
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	switch (type)
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	{
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	case CONFIG_ISWII:
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		return g_VideoInitialize.bWii;
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	case CONFIG_DISABLEFOG:
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		return g_Config.bDisableFog;
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	case CONFIG_SHOWEFBREGIONS:
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		return g_Config.bShowEFBCopyRegions;
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	default:
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		PanicAlert("GetConfig Error: Unknown Config Type!");
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		return false;
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	}
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}
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u8 *GetPointer(const u32 &address)
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{
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	return g_VideoInitialize.pGetMemoryPointer(address);
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}
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void SetSamplerState(const Bypass &bp)
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{
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	// TODO
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}
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void SetInterlacingMode(const Bypass &bp)
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{
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	// TODO
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}
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};
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