forked from dolphin-emu/dolphin
		
	A number of games make an EFB copy in I4/I8 format, then use it as a texture in C4/C8 format. Detect when this happens, and decode the copy on the GPU using the specified palette. This has a few advantages: it allows using EFB2Tex for a few more games, it, it preserves the resolution of scaled EFB copies, and it's probably a bit faster. D3D only at the moment, but porting to OpenGL should be straightforward..
		
			
				
	
	
		
			239 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			239 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2013 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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#include <string>
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#include "Common/FileUtil.h"
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#include "Common/IniFile.h"
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#include "Common/StringUtil.h"
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#include "Common/Logging/LogManager.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "Core/Host.h"
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#include "VideoBackends/D3D/BoundingBox.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DUtil.h"
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#include "VideoBackends/D3D/GeometryShaderCache.h"
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#include "VideoBackends/D3D/Globals.h"
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#include "VideoBackends/D3D/PerfQuery.h"
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#include "VideoBackends/D3D/PixelShaderCache.h"
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#include "VideoBackends/D3D/TextureCache.h"
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#include "VideoBackends/D3D/VertexManager.h"
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#include "VideoBackends/D3D/VertexShaderCache.h"
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#include "VideoBackends/D3D/VideoBackend.h"
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#include "VideoCommon/BPStructs.h"
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#include "VideoCommon/CommandProcessor.h"
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#include "VideoCommon/Fifo.h"
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#include "VideoCommon/GeometryShaderManager.h"
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#include "VideoCommon/IndexGenerator.h"
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/OpcodeDecoding.h"
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#include "VideoCommon/PixelEngine.h"
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexShaderManager.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX11
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{
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unsigned int VideoBackend::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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std::string VideoBackend::GetName() const
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{
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	return "D3D";
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}
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std::string VideoBackend::GetDisplayName() const
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{
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	return "Direct3D";
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}
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void InitBackendInfo()
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{
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	HRESULT hr = DX11::D3D::LoadDXGI();
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	if (SUCCEEDED(hr)) hr = DX11::D3D::LoadD3D();
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	if (FAILED(hr))
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	{
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		DX11::D3D::UnloadDXGI();
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		return;
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	}
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	g_Config.backend_info.APIType = API_D3D;
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	g_Config.backend_info.bSupportsExclusiveFullscreen = true;
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	g_Config.backend_info.bSupportsDualSourceBlend = true;
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	g_Config.backend_info.bSupportsPrimitiveRestart = true;
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	g_Config.backend_info.bSupportsOversizedViewports = false;
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	g_Config.backend_info.bSupportsGeometryShaders = true;
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	g_Config.backend_info.bSupports3DVision = true;
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	g_Config.backend_info.bSupportsPostProcessing = false;
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	g_Config.backend_info.bSupportsPaletteConversion = true;
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	IDXGIFactory* factory;
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	IDXGIAdapter* ad;
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	hr = DX11::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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	// adapters
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	g_Config.backend_info.Adapters.clear();
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	g_Config.backend_info.AAModes.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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		const size_t adapter_index = g_Config.backend_info.Adapters.size();
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		DXGI_ADAPTER_DESC desc;
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		ad->GetDesc(&desc);
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		// TODO: These don't get updated on adapter change, yet
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		if (adapter_index == g_Config.iAdapter)
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		{
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			std::string samples;
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			std::vector<DXGI_SAMPLE_DESC> modes = DX11::D3D::EnumAAModes(ad);
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			for (unsigned int i = 0; i < modes.size(); ++i)
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			{
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				if (i == 0)
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					samples = _trans("None");
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				else if (modes[i].Quality)
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					samples = StringFromFormat(_trans("%d samples (quality level %d)"), modes[i].Count, modes[i].Quality);
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				else
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					samples = StringFromFormat(_trans("%d samples"), modes[i].Count);
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				g_Config.backend_info.AAModes.push_back(samples);
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			}
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			bool shader_model_5_supported = (DX11::D3D::GetFeatureLevel(ad) >= D3D_FEATURE_LEVEL_11_0);
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			// Requires the earlydepthstencil attribute (only available in shader model 5)
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			g_Config.backend_info.bSupportsEarlyZ = shader_model_5_supported;
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			// Requires full UAV functionality (only available in shader model 5)
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			g_Config.backend_info.bSupportsBBox = shader_model_5_supported;
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			// Requires the instance attribute (only available in shader model 5)
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			g_Config.backend_info.bSupportsGSInstancing = shader_model_5_supported;
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		}
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		g_Config.backend_info.Adapters.push_back(UTF16ToUTF8(desc.Description));
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		ad->Release();
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	}
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	factory->Release();
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	// Clear ppshaders string vector
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	g_Config.backend_info.PPShaders.clear();
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	g_Config.backend_info.AnaglyphShaders.clear();
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	DX11::D3D::UnloadDXGI();
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	DX11::D3D::UnloadD3D();
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}
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void VideoBackend::ShowConfig(void *hParent)
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{
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	InitBackendInfo();
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	Host_ShowVideoConfig(hParent, GetDisplayName(), "gfx_dx11");
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}
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bool VideoBackend::Initialize(void *window_handle)
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{
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	if (window_handle == nullptr)
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		return false;
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	InitializeShared();
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	InitBackendInfo();
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	frameCount = 0;
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	g_Config.Load(File::GetUserPath(D_CONFIG_IDX) + "gfx_dx11.ini");
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	g_Config.GameIniLoad();
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	g_Config.UpdateProjectionHack();
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	g_Config.VerifyValidity();
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	UpdateActiveConfig();
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	m_window_handle = window_handle;
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	s_BackendInitialized = true;
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	return true;
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}
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void VideoBackend::Video_Prepare()
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{
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	// internal interfaces
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	g_renderer = new Renderer(m_window_handle);
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	g_texture_cache = new TextureCache;
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	g_vertex_manager = new VertexManager;
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	g_perf_query = new PerfQuery;
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	VertexShaderCache::Init();
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	PixelShaderCache::Init();
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	GeometryShaderCache::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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	IndexGenerator::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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	GeometryShaderManager::Init();
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	CommandProcessor::Init();
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	PixelEngine::Init();
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	BBox::Init();
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	// Tell the host that the window is ready
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	Host_Message(WM_USER_CREATE);
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}
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void VideoBackend::Shutdown()
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{
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	s_BackendInitialized = false;
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	// TODO: should be in Video_Cleanup
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	if (g_renderer)
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	{
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		// VideoCommon
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		Fifo_Shutdown();
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		CommandProcessor::Shutdown();
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		GeometryShaderManager::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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		GeometryShaderCache::Shutdown();
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		BBox::Shutdown();
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		delete g_perf_query;
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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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		g_renderer = nullptr;
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		g_texture_cache = nullptr;
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	}
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}
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void VideoBackend::Video_Cleanup()
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{
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}
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}
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