forked from dolphin-emu/dolphin
		
	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6460 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			298 lines
		
	
	
		
			7.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			298 lines
		
	
	
		
			7.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// 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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#include <tchar.h>
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#include <windows.h>
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#include <d3dx11.h>
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#include <wx/wx.h>
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#include <wx/notebook.h>
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#include "Common.h"
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#include "Atomic.h"
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#include "Thread.h"
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#include "LogManager.h"
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#include "VideoConfig.h"
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#include "Fifo.h"
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#include "OpcodeDecoding.h"
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#include "BPStructs.h"
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#include "VertexLoaderManager.h"
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#include "VertexShaderManager.h"
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#include "PixelShaderManager.h"
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#include "CommandProcessor.h"
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#include "PixelEngine.h"
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#include "OnScreenDisplay.h"
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#include "VideoState.h"
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#include "XFBConvert.h"
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#include "Render.h"
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#include "MainBase.h"
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#include "main.h"
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#include "VideoConfigDiag.h"
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#include "TextureCache.h"
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#include "VertexManager.h"
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#include "VertexShaderCache.h"
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#include "PixelShaderCache.h"
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#include "D3DTexture.h"
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#include "D3DUtil.h"
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#include "W32Util/Misc.h"
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#include "EmuWindow.h"
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#include "FramebufferManager.h"
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#include "DLCache.h"
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HINSTANCE g_hInstance = NULL;
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bool IsD3D()
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{
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	return true;
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}
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// This is used for the functions right below here which use wxwidgets
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#if defined(HAVE_WX) && HAVE_WX
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WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
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#endif
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void *DllDebugger(void *_hParent, bool Show)
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{
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	return NULL;
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}
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#if defined(HAVE_WX) && HAVE_WX
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	class wxDLLApp : public wxApp
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	{
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		bool OnInit()
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		{
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			return true;
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		}
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	};
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	IMPLEMENT_APP_NO_MAIN(wxDLLApp)
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	WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
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#endif
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BOOL APIENTRY DllMain(HINSTANCE hinstDLL, DWORD dwReason, LPVOID lpvReserved)
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{
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	switch (dwReason)
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	{
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	case DLL_PROCESS_ATTACH:
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		{
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#if defined(HAVE_WX) && HAVE_WX
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			wxSetInstance((HINSTANCE)hinstDLL);
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			wxInitialize();
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#endif
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		}
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		break;
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	case DLL_PROCESS_DETACH:
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#if defined(HAVE_WX) && HAVE_WX
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		wxUninitialize();
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#endif
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		break;
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	}
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	g_hInstance = hinstDLL;
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	return TRUE;
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}
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unsigned int Callback_PeekMessages()
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{
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	MSG msg;
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	while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
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	{
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		if (msg.message == WM_QUIT)
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			return FALSE;
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		TranslateMessage(&msg);
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		DispatchMessage(&msg);
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	}
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	return TRUE;
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}
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void UpdateFPSDisplay(const char *text)
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{
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	char temp[512];
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	sprintf_s(temp, 512, "SVN R%s: DX11: %s", svn_rev_str, text);
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	SetWindowTextA(EmuWindow::GetWnd(), temp);
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}
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void GetDllInfo(PLUGIN_INFO* _PluginInfo)
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{
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	_PluginInfo->Version = 0x0100;
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	_PluginInfo->Type = PLUGIN_TYPE_VIDEO;
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#ifdef DEBUGFAST
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	sprintf_s(_PluginInfo->Name, 100, "Dolphin Direct3D11 (DebugFast)");
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#elif defined _DEBUG
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	sprintf_s(_PluginInfo->Name, 100, "Dolphin Direct3D11 (Debug)");
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#else
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	sprintf_s(_PluginInfo->Name, 100, "Dolphin Direct3D11");
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#endif
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}
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void SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals)
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{
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	globals = _pPluginGlobals;
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	LogManager::SetInstance((LogManager*)globals->logManager);
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}
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void InitBackendInfo()
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{
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	g_Config.backend_info.APIType = API_D3D11;
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	g_Config.backend_info.bUseRGBATextures = true; // the GX formats barely match any D3D11 formats
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	g_Config.backend_info.bSupportsEFBToRAM = false;
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	g_Config.backend_info.bSupportsRealXFB = false;
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	g_Config.backend_info.bAllowSignedBytes = true;
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}
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void DllConfig(void *_hParent)
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{
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#if defined(HAVE_WX) && HAVE_WX
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	InitBackendInfo();
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	HRESULT hr = D3D::GetDXGIFuncPointers();
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	if (FAILED(hr)) return;
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	IDXGIFactory* factory;
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	IDXGIAdapter* ad;
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	hr = PCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
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	if (FAILED(hr))
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		PanicAlert("Failed to create IDXGIFactory object");
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	char tmpstr[512] = {};
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	DXGI_ADAPTER_DESC desc;
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	// adapters
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	g_Config.backend_info.Adapters.clear();
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	while (factory->EnumAdapters((UINT)g_Config.backend_info.Adapters.size(), &ad) != DXGI_ERROR_NOT_FOUND)
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	{
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		ad->GetDesc(&desc);
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		WideCharToMultiByte(/*CP_UTF8*/CP_ACP, 0, desc.Description, -1, tmpstr, 512, 0, false);
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		g_Config.backend_info.Adapters.push_back(tmpstr);
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		ad->Release();
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	}
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	factory->Release();
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	VideoConfigDiag *const diag = new VideoConfigDiag((wxWindow*)_hParent, "Direct3D11", "gfx_dx11");
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	diag->ShowModal();
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	diag->Destroy();
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	D3D::UnloadDXGI();
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#endif
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}
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void Initialize(void *init)
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{
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	InitBackendInfo();
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	frameCount = 0;
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	SVideoInitialize *_pVideoInitialize = (SVideoInitialize*)init;
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	// Create a shortcut to _pVideoInitialize that can also update it
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	g_VideoInitialize = *(_pVideoInitialize);
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	InitXFBConvTables();
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	g_Config.Load((std::string(File::GetUserPath(D_CONFIG_IDX)) + "gfx_dx11.ini").c_str());
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	g_Config.GameIniLoad(globals->game_ini);
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	UpdateActiveConfig();
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	g_VideoInitialize.pWindowHandle = (void*)EmuWindow::Create((HWND)g_VideoInitialize.pWindowHandle, g_hInstance, _T("Loading - Please wait."));
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	if (g_VideoInitialize.pWindowHandle == NULL)
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	{
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		ERROR_LOG(VIDEO, "An error has occurred while trying to create the window.");
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		return;
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	}
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	g_VideoInitialize.pPeekMessages = &Callback_PeekMessages;
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	g_VideoInitialize.pUpdateFPSDisplay = &UpdateFPSDisplay;
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	_pVideoInitialize->pPeekMessages = g_VideoInitialize.pPeekMessages;
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	_pVideoInitialize->pUpdateFPSDisplay = g_VideoInitialize.pUpdateFPSDisplay;
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	// Now the window handle is written
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	_pVideoInitialize->pWindowHandle = g_VideoInitialize.pWindowHandle;
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	OSD::AddMessage("Dolphin Direct3D11 Video Plugin.", 5000);
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	s_PluginInitialized = true;
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}
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void Video_Prepare()
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{
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	// Better be safe...
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	s_efbAccessRequested = FALSE;
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	s_FifoShuttingDown = FALSE;
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	s_swapRequested = FALSE;
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	// internal interfaces
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	g_renderer = new DX11::Renderer;
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	g_texture_cache = new DX11::TextureCache;
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	g_vertex_manager = new DX11::VertexManager;
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	VertexShaderCache::Init();
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	PixelShaderCache::Init();
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	D3D::InitUtils();
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	// VideoCommon
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	BPInit();
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	Fifo_Init();
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	VertexLoaderManager::Init();
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	OpcodeDecoder_Init();
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	VertexShaderManager::Init();
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	PixelShaderManager::Init();
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	CommandProcessor::Init();
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	PixelEngine::Init();
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	DLCache::Init();
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	// Tell the host that the window is ready
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	g_VideoInitialize.pCoreMessage(WM_USER_CREATE);
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}
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void Shutdown()
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{
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	s_PluginInitialized = false;
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	s_efbAccessRequested = FALSE;
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	s_FifoShuttingDown = FALSE;
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	s_swapRequested = FALSE;
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	// VideoCommon
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	DLCache::Shutdown();
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	Fifo_Shutdown();
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	CommandProcessor::Shutdown();
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	PixelShaderManager::Shutdown();
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	VertexShaderManager::Shutdown();
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	OpcodeDecoder_Shutdown();
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	VertexLoaderManager::Shutdown();
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	// internal interfaces
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	D3D::ShutdownUtils();
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	PixelShaderCache::Shutdown();
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	VertexShaderCache::Shutdown();
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	delete g_vertex_manager;
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	delete g_texture_cache;
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	delete g_renderer;
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	EmuWindow::Close();
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	s_PluginInitialized = false;
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}
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void DoState(unsigned char **ptr, int mode)
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{
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	// Clear texture cache because it might have written to RAM
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	CommandProcessor::FifoCriticalEnter();
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	TextureCache::Invalidate(false);
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	CommandProcessor::FifoCriticalLeave();
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	// No need to clear shader caches
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	PointerWrap p(ptr, mode);
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	VideoCommon_DoState(p);
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}
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