forked from dolphin-emu/dolphin
		
	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2111 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			316 lines
		
	
	
		
			7.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			316 lines
		
	
	
		
			7.9 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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#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 "nGLUtil.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 "PixelShaderCache.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderCache.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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PLUGIN_GLOBALS* globals;
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//////////////////////////////////////////////////////////////////////////
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// Nasty stuff which win32 needs for wxw
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//////////////////////////////////////////////////////////////////////////
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#if defined(_WIN32) && defined(HAVE_WX) && HAVE_WX
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HINSTANCE g_hInstance;
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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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BOOL APIENTRY DllMain(HINSTANCE hinstDLL,	// DLL module handle
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					  DWORD dwReason,		// reason called
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					  LPVOID lpvReserved)	// reserved
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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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		{       // Use wxInitialize() if you don't want GUI instead of the following 12 lines
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			wxSetInstance((HINSTANCE)hinstDLL);
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			int argc = 0;
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			char **argv = NULL;
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			wxEntryStart(argc, argv);
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			if ( !wxTheApp || !wxTheApp->CallOnInit() )
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				return FALSE;
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		}
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		break; 
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	case DLL_PROCESS_DETACH:
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		wxEntryCleanup(); // Use wxUninitialize() if you don't want GUI 
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		break;
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	default:
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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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#endif
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//////////////////////////////////////////////////////////////////////////
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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)
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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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		if(m_frame->Close())
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			m_frame = NULL;
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	}
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}
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void DoDllDebugger(){}
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#else
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void DllDebugger(HWND _hParent, bool Show) { }
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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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#elif defined _DEBUG
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    sprintf(_PluginInfo->Name, "Dolphin OpenGL (Debug)");
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#else
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    sprintf(_PluginInfo->Name, "Dolphin OpenGL");
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#endif
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}
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void SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals) {
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    globals = _pPluginGlobals;
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}
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void DllConfig(HWND _hParent)
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{
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	wxWindow * win = new wxWindow();
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#ifdef _WIN32
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	win->SetHWND((WXHWND)_hParent);
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	win->AdoptAttributesFromHWND();
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#endif
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	//win->Reparent(wxGetApp().GetTopWindow());
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	ConfigDialog *frame = new ConfigDialog(win);
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	OpenGL_AddBackends(frame);
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	OpenGL_AddResolutions(frame);
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	frame->ShowModal();
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}
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void Initialize(void *init)
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{
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    frameCount = 0;
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    SVideoInitialize *_pVideoInitialize = (SVideoInitialize*)init;
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    g_VideoInitialize = *(_pVideoInitialize); // Create a shortcut to _pVideoInitialize that can also update it
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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 DoState(unsigned char **ptr, int mode) {
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#ifndef _WIN32
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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::Init()) {
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        g_VideoInitialize.pLog("Renderer::Create 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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    VertexShaderCache::Init();
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    VertexShaderManager::Init();
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    PixelShaderCache::Init();
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    PixelShaderManager::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 Shutdown(void) 
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{
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    TextureConverter::Shutdown();
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    VertexLoaderManager::Shutdown();
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    VertexShaderCache::Shutdown();
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    VertexShaderManager::Shutdown();
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    PixelShaderManager::Shutdown();
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    PixelShaderCache::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_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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void Video_UpdateXFB(u8* _pXFB, u32 _dwWidth, u32 _dwHeight, s32 _dwYOffset, bool scheduling)
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{
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	if(g_Config.bUseXFB && XFB_isInit())
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	{
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		if (scheduling) // from CPU in DC without fifo&CP (some 2D homebrews)
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		{
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			XFB_SetUpdateArgs(_pXFB, _dwWidth, _dwHeight, _dwYOffset);
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			g_XFBUpdateRequested = TRUE;
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		}
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		else
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		{
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			if (_pXFB) // from CPU in SC mode
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				XFB_Draw(_pXFB, _dwWidth, _dwHeight, _dwYOffset);
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			else // from GP in DC without fifo&CP (some 2D homebrews)
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			{
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				XFB_Draw();
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				g_XFBUpdateRequested = FALSE;
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			}
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		}
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	}
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}
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