forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			238 lines
		
	
	
		
			5.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			238 lines
		
	
	
		
			5.8 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 <wx/wx.h>
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#include "LogManager.h"
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#include "BPStructs.h"
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#include "CommandProcessor.h"
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#include "Fifo.h"
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#include "OnScreenDisplay.h"
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#include "OpcodeDecoding.h"
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#include "PixelEngine.h"
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#include "PixelShaderManager.h"
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#include "VideoConfig.h"
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#include "VertexLoaderManager.h"
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#include "VertexShaderManager.h"
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#include "Core.h"
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#include "Host.h"
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#include "Debugger/DebuggerPanel.h"
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#include "DLCache.h"
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#include "EmuWindow.h"
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#include "FileUtil.h"
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#include "Globals.h"
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#include "IniFile.h"
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#include "VideoConfigDiag.h"
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#include "D3DUtil.h"
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#include "D3DBase.h"
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#include "PixelShaderCache.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 "VideoBackend.h"
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#include "ConfigManager.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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void VideoBackend::UpdateFPSDisplay(const char *text)
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{
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	TCHAR temp[512];
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	swprintf_s(temp, sizeof(temp)/sizeof(TCHAR), _T("%hs | DX11 | %hs"), scm_rev_str, text);
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	EmuWindow::SetWindowText(temp);
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}
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std::string VideoBackend::GetName()
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{
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	return "Direct3D11";
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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_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.bSupports3DVision = false;
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	g_Config.backend_info.bSupportsDualSourceBlend = true;
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	g_Config.backend_info.bSupportsFormatReinterpretation = true;
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	g_Config.backend_info.bSupportsPixelLighting = 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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	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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	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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		ad->GetDesc(&desc);
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		WideCharToMultiByte(/*CP_UTF8*/CP_ACP, 0, desc.Description, -1, tmpstr, 512, 0, false);
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		// TODO: These don't get updated on adapter change, yet
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		if (g_Config.backend_info.Adapters.size() == g_Config.iAdapter)
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		{
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			char buf[32];
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			std::vector<DXGI_SAMPLE_DESC> modes;
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			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) sprintf_s(buf, 32, "None");
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				else if (modes[i].Quality) sprintf_s(buf, 32, "%d samples (quality level %d)", modes[i].Count, modes[i].Quality);
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				else sprintf_s(buf, 32, "%d samples", modes[i].Count);
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				g_Config.backend_info.AAModes.push_back(buf);
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			}
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		}
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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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	// Clear ppshaders string vector
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	g_Config.backend_info.PPShaders.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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#if defined(HAVE_WX) && HAVE_WX
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	InitBackendInfo();
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	VideoConfigDiag diag((wxWindow*)_hParent, _trans("Direct3D11"), "gfx_dx11");
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	diag.ShowModal();
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#endif
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}
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bool VideoBackend::Initialize(void *&window_handle)
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{
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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").c_str());
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	g_Config.GameIniLoad(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strGameIni.c_str());
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	g_Config.UpdateProjectionHack();
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	g_Config.VerifyValidity();
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	UpdateActiveConfig();
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	window_handle = (void*)EmuWindow::Create((HWND)window_handle, GetModuleHandle(0), _T("Loading - Please wait."));
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	if (window_handle == 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 false;
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	}
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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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	// 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 Renderer;
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	g_texture_cache = new TextureCache;
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	g_vertex_manager = new 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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	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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	if (g_renderer)
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	{
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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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		g_renderer = NULL;
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		g_texture_cache = NULL;
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	}
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}
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}
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