forked from dolphin-emu/dolphin
		
	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1570 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			363 lines
		
	
	
		
			9.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			363 lines
		
	
	
		
			9.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright (C) 2003-2008 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 "Globals.h"
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#ifdef _WIN32
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#include "OS/Win32.h"
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#endif
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#if defined(HAVE_WX) && HAVE_WX
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#include "GUI/ConfigDlg.h"
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#include "Debugger/Debugger.h" // for the CDebugger class
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#endif
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#include "Config.h"
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#include "LookUpTables.h"
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#include "ImageWrite.h"
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#include "Render.h"
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#include "GLUtil.h"
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#include "Fifo.h"
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#include "OpcodeDecoding.h"
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#include "TextureMngr.h"
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#include "BPStructs.h"
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#include "VertexLoader.h"
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#include "VertexLoaderManager.h"
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#include "VertexManager.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderManager.h"
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#include "XFB.h"
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#include "XFBConvert.h"
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#include "TextureConverter.h"
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#include "VideoState.h"
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SVideoInitialize g_VideoInitialize;
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/* Create debugging window. There's currently a strange crash that occurs whe a game is loaded
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   if the OpenGL plugin was loaded before. I'll try to fix that. Currently you may have to
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   clsoe the window if it has auto started, and then restart it after the dll has loaded
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   for the purpose of the game. At that point there is no need to use the same dll instance
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   as the one that is rendering the game. However, that could be done. */
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#if defined(HAVE_WX) && HAVE_WX
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CDebugger* m_frame;
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void DllDebugger(HWND _hParent, bool Show)
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{
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	if(m_frame && Show) // if we have created it, let us show it again
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	{
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		m_frame->DoShow();
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	}
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	else if(!m_frame && Show) 
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	{		
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		m_frame = new CDebugger(NULL);
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		m_frame->Show();
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	}
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	else if(m_frame && !Show)
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	{
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		m_frame->DoHide();
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	}
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}
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void DoDllDebugger()
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{
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	//m_frame = new CDebugger(NULL);
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	//m_frame->Show();
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}
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#else
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void DllDebugger(HWND _hParent) { }
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void DoDllDebugger() { }
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#endif
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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(_PluginInfo->Name, "Dolphin OpenGL (DebugFast)");
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#else
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#ifndef _DEBUG
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    sprintf(_PluginInfo->Name, "Dolphin OpenGL");
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#else
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    sprintf(_PluginInfo->Name, "Dolphin OpenGL (Debug)");
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#endif
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#endif
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}
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void DllConfig(HWND _hParent)
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{
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#if defined(_WIN32)
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	//wxWindow win;
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	//win.SetHWND(_hParent);
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	//ConfigDialog frame(&win);
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	//ConfigDialog frame(NULL);
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	ConfigDialog *frame;
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	frame = new ConfigDialog(NULL);
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	DWORD iModeNum = 0;
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	DEVMODE dmi;
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	ZeroMemory(&dmi, sizeof(dmi));
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	dmi.dmSize = sizeof(dmi);
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	std::string resos[100];
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	int i = 0;
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	while (EnumDisplaySettings(NULL, iModeNum++, &dmi) != 0)
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	{	
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		char szBuffer[100];
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		sprintf(szBuffer,"%dx%d", dmi.dmPelsWidth, dmi.dmPelsHeight);
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		//making a string cause char*[] to char was a baaad idea
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		std::string strBuffer(szBuffer);
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		//create a check loop to check every pointer of resos to see if the res is added or not
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		int b = 0;
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		bool resFound = false;
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		while (b < i && !resFound)
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		{
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			//is the res already added?
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			resFound = (resos[b] == strBuffer);
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			b++;
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		}
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		if (!resFound)
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		//and add the res
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		{
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			resos[i] = strBuffer;
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			i++;
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			//frame.AddFSReso(szBuffer);			
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			//frame.AddWindowReso(szBuffer);
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			frame->AddFSReso(szBuffer);			
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			frame->AddWindowReso(szBuffer);
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		}
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        ZeroMemory(&dmi, sizeof(dmi));
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	}
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	//frame.ShowModal();
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	frame->ShowModal();
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	//win.SetHWND(0);
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#elif defined(USE_WX) && USE_WX
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	ConfigDialog frame(NULL);
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        g_Config.Load();
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        frame.ShowModal();
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#elif defined(HAVE_X11) && HAVE_X11 && defined(HAVE_XXF86VM) &&\ 
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        HAVE_XXF86VM && defined(HAVE_WX) && HAVE_WX
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	ConfigDialog frame(NULL);
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	g_Config.Load();
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    int glxMajorVersion, glxMinorVersion;
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    int vidModeMajorVersion, vidModeMinorVersion;
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    GLWin.dpy = XOpenDisplay(0);
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    glXQueryVersion(GLWin.dpy, &glxMajorVersion, &glxMinorVersion);
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    XF86VidModeQueryVersion(GLWin.dpy, &vidModeMajorVersion, &vidModeMinorVersion);
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	//Get all full screen resos for the config dialog
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	XF86VidModeModeInfo **modes = NULL;
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	int modeNum = 0;
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	int bestMode = 0;
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	//set best mode to current
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	bestMode = 0;
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	XF86VidModeGetAllModeLines(GLWin.dpy, GLWin.screen, &modeNum, &modes);
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	int px = 0, py = 0;
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	if (modeNum > 0 && modes != NULL) 
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	{
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		for (int i = 0; i < modeNum; i++) 
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		{
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			if(px != modes[i]->hdisplay && py != modes[i]->vdisplay)
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			{
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				char temp[32];
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				sprintf(temp,"%dx%d", modes[i]->hdisplay, modes[i]->vdisplay);
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				frame.AddFSReso(temp);
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				frame.AddWindowReso(temp);//Add same to Window ones, since they should be nearly all that's needed
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				px = modes[i]->hdisplay;//Used to remove repeating from different screen depths
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				py = modes[i]->vdisplay;
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			}
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		}
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        }    
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	XFree(modes);
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	frame.ShowModal();
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#endif
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}
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void Video_Initialize(SVideoInitialize* _pVideoInitialize)
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{
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    if (_pVideoInitialize == NULL)
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        return;
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#ifdef _WIN32
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//    OpenConsole();
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#endif
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	/* Dolphin currently crashes if the dll is loaded when a game is started so we clsoe the
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	   debugger and open it again after loading */
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	/*
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	if(m_frame)
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	{
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		m_frame->EndModal(0); wxEntryCleanup();
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	}//use wxUninitialize() if you don't want GUI 
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	*/
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    frameCount = 0;
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    g_VideoInitialize = *_pVideoInitialize;
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    InitLUTs();
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	InitXFBConvTables();
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    g_Config.Load();
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    if (!OpenGL_Create(g_VideoInitialize, 640, 480)) { //640x480 will be the default if all else fails//
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        g_VideoInitialize.pLog("Renderer::Create failed\n", TRUE);
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        return;
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    }
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    _pVideoInitialize->pPeekMessages = g_VideoInitialize.pPeekMessages;
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    _pVideoInitialize->pUpdateFPSDisplay = g_VideoInitialize.pUpdateFPSDisplay;
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    _pVideoInitialize->pWindowHandle = g_VideoInitialize.pWindowHandle;
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	Renderer::AddMessage("Dolphin OpenGL Video Plugin" ,5000);
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}
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void Video_DoState(unsigned char **ptr, int mode) {
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  //#ifdef _WIN32
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//  What is this code doing here?
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//  if (!wglMakeCurrent(hDC,hRC)) {
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//      PanicAlert("Can't Activate The GL Rendering Context for saving");
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//      return;
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//  }
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//#elif defined(HAVE_COCOA) && HAVE_COCOA
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//    cocoaGLMakeCurrent(GLWin.cocoaCtx,GLWin.cocoaWin);
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//#elif defined(HAVE_X11) && HAVE_X11
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//    glXMakeCurrent(GLWin.dpy, GLWin.win, GLWin.ctx);
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//#endif 
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#ifndef _WIN32
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	// WHY is this here??
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	OpenGL_MakeCurrent();
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#endif
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    // Clear all caches that touch RAM
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    TextureMngr::Invalidate();
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    // DisplayListManager::Invalidate();
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    VertexLoaderManager::MarkAllDirty();
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    PointerWrap p(ptr, mode);
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    VideoCommon_DoState(p);
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    // Refresh state.
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    if (mode == PointerWrap::MODE_READ)
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        BPReload();
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}
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// This is called after Video_Initialize() from the Core
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void Video_Prepare(void)
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{
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    OpenGL_MakeCurrent();
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    if (!Renderer::Create2()) {
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        g_VideoInitialize.pLog("Renderer::Create2 failed\n", TRUE);
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        PanicAlert("Can't create opengl renderer. You might be missing some required opengl extensions, check the logs for more info");
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        exit(1);
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    }
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    TextureMngr::Init();
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    BPInit();
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    VertexManager::Init();
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    Fifo_Init(); // must be done before OpcodeDecoder_Init()
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    OpcodeDecoder_Init();
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    VertexShaderMngr::Init();
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    PixelShaderMngr::Init();
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    GL_REPORT_ERRORD();
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    VertexLoaderManager::Init();
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    TextureConverter::Init();
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}
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void Video_Shutdown(void) 
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{
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    TextureConverter::Shutdown();
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    VertexLoaderManager::Shutdown();
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    VertexShaderMngr::Shutdown();
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    PixelShaderMngr::Shutdown();
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    Fifo_Shutdown();
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    VertexManager::Shutdown();
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    TextureMngr::Shutdown();
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    OpcodeDecoder_Shutdown();
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    Renderer::Shutdown();
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    OpenGL_Shutdown();
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}
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void Video_Stop(void) 
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{
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    Fifo_Stop();
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}
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void Video_EnterLoop()
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{
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	Fifo_EnterLoop(g_VideoInitialize);
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}
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void DebugLog(const char* _fmt, ...)
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{
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#if defined(_DEBUG) || defined(DEBUGFAST)
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    char* Msg = (char*)alloca(strlen(_fmt)+512);
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    va_list ap;
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    va_start( ap, _fmt );
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    vsnprintf( Msg, strlen(_fmt)+512, _fmt, ap );
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    va_end( ap );
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    g_VideoInitialize.pLog(Msg, FALSE);
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#endif
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}
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bool ScreenShot(TCHAR *File) 
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{
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    char str[64];
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    int left = 200, top = 15;
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    sprintf(str, "Dolphin OpenGL");
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    Renderer::ResetGLState();
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    Renderer::RenderText(str, left+1, top+1, 0xff000000);
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    Renderer::RenderText(str, left, top, 0xffc0ffff);
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    Renderer::RestoreGLState();
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    if (Renderer::SaveRenderTarget(File, 0)) {
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        char msg[255];
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        sprintf(msg, "saved %s\n", File);
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        Renderer::AddMessage(msg, 500);
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    	return true;
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    }
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	return false;
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}
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unsigned int Video_Screenshot(TCHAR* _szFilename)
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{
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    if (ScreenShot(_szFilename))
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        return TRUE;
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    return FALSE;
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}
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void Video_UpdateXFB(u8* _pXFB, u32 _dwWidth, u32 _dwHeight, s32 _dwYOffset)
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{
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	if(g_Config.bUseXFB)
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	{
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		XFB_Draw(_pXFB, _dwWidth, _dwHeight, _dwYOffset);
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	}
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}
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void Video_AddMessage(const char* pstr, u32 milliseconds)
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{
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	Renderer::AddMessage(pstr,milliseconds);
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}
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