mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
Reformat all the things. Have fun with merge conflicts.
This commit is contained in:
@ -2,8 +2,6 @@
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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// OpenGL Backend Documentation
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/*
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@ -74,168 +72,165 @@ Make AA apply instantly during gameplay if possible
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namespace OGL
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{
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// Draw messages on top of the screen
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unsigned int VideoBackend::PeekMessages()
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{
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return GLInterface->PeekMessages();
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return GLInterface->PeekMessages();
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}
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std::string VideoBackend::GetName() const
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{
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return "OGL";
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return "OGL";
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}
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std::string VideoBackend::GetDisplayName() const
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{
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if (GLInterface != nullptr && GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGLES3)
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return "OpenGLES";
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else
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return "OpenGL";
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if (GLInterface != nullptr && GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGLES3)
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return "OpenGLES";
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else
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return "OpenGL";
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}
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static std::vector<std::string> GetShaders(const std::string &sub_dir = "")
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static std::vector<std::string> GetShaders(const std::string& sub_dir = "")
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{
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std::vector<std::string> paths = DoFileSearch({".glsl"}, {
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File::GetUserPath(D_SHADERS_IDX) + sub_dir,
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File::GetSysDirectory() + SHADERS_DIR DIR_SEP + sub_dir
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});
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std::vector<std::string> result;
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for (std::string path : paths)
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{
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std::string name;
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SplitPath(path, nullptr, &name, nullptr);
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result.push_back(name);
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}
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return result;
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std::vector<std::string> paths =
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DoFileSearch({".glsl"}, {File::GetUserPath(D_SHADERS_IDX) + sub_dir,
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File::GetSysDirectory() + SHADERS_DIR DIR_SEP + sub_dir});
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std::vector<std::string> result;
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for (std::string path : paths)
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{
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std::string name;
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SplitPath(path, nullptr, &name, nullptr);
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result.push_back(name);
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}
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return result;
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}
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static void InitBackendInfo()
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{
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g_Config.backend_info.APIType = API_OPENGL;
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g_Config.backend_info.bSupportsExclusiveFullscreen = false;
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g_Config.backend_info.bSupportsOversizedViewports = true;
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g_Config.backend_info.bSupportsGeometryShaders = true;
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g_Config.backend_info.bSupports3DVision = false;
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g_Config.backend_info.bSupportsPostProcessing = true;
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g_Config.backend_info.bSupportsSSAA = true;
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g_Config.backend_info.APIType = API_OPENGL;
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g_Config.backend_info.bSupportsExclusiveFullscreen = false;
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g_Config.backend_info.bSupportsOversizedViewports = true;
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g_Config.backend_info.bSupportsGeometryShaders = true;
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g_Config.backend_info.bSupports3DVision = false;
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g_Config.backend_info.bSupportsPostProcessing = true;
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g_Config.backend_info.bSupportsSSAA = true;
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g_Config.backend_info.Adapters.clear();
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g_Config.backend_info.Adapters.clear();
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// aamodes - 1 is to stay consistent with D3D (means no AA)
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g_Config.backend_info.AAModes = { 1, 2, 4, 8 };
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// aamodes - 1 is to stay consistent with D3D (means no AA)
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g_Config.backend_info.AAModes = {1, 2, 4, 8};
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// pp shaders
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g_Config.backend_info.PPShaders = GetShaders("");
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g_Config.backend_info.AnaglyphShaders = GetShaders(ANAGLYPH_DIR DIR_SEP);
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// pp shaders
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g_Config.backend_info.PPShaders = GetShaders("");
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g_Config.backend_info.AnaglyphShaders = GetShaders(ANAGLYPH_DIR DIR_SEP);
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}
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void VideoBackend::ShowConfig(void* parent_handle)
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{
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if (!m_initialized)
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InitBackendInfo();
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if (!m_initialized)
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InitBackendInfo();
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Host_ShowVideoConfig(parent_handle, GetDisplayName(), "gfx_opengl");
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Host_ShowVideoConfig(parent_handle, GetDisplayName(), "gfx_opengl");
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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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InitializeShared();
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InitBackendInfo();
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frameCount = 0;
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frameCount = 0;
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if (File::Exists(File::GetUserPath(D_CONFIG_IDX) + "GFX.ini"))
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g_Config.Load(File::GetUserPath(D_CONFIG_IDX) + "GFX.ini");
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else
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g_Config.Load(File::GetUserPath(D_CONFIG_IDX) + "gfx_opengl.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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if (File::Exists(File::GetUserPath(D_CONFIG_IDX) + "GFX.ini"))
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g_Config.Load(File::GetUserPath(D_CONFIG_IDX) + "GFX.ini");
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else
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g_Config.Load(File::GetUserPath(D_CONFIG_IDX) + "gfx_opengl.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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InitInterface();
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GLInterface->SetMode(GLInterfaceMode::MODE_DETECT);
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if (!GLInterface->Create(window_handle))
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return false;
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InitInterface();
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GLInterface->SetMode(GLInterfaceMode::MODE_DETECT);
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if (!GLInterface->Create(window_handle))
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return false;
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// Do our OSD callbacks
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OSD::DoCallbacks(OSD::CallbackType::Initialization);
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// Do our OSD callbacks
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OSD::DoCallbacks(OSD::CallbackType::Initialization);
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m_initialized = true;
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m_initialized = true;
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return true;
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return true;
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}
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// This is called after Initialize() from the Core
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// Run from the graphics thread
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void VideoBackend::Video_Prepare()
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{
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GLInterface->MakeCurrent();
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GLInterface->MakeCurrent();
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g_renderer = std::make_unique<Renderer>();
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g_renderer = std::make_unique<Renderer>();
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CommandProcessor::Init();
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PixelEngine::Init();
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CommandProcessor::Init();
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PixelEngine::Init();
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BPInit();
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g_vertex_manager = std::make_unique<VertexManager>();
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g_perf_query = GetPerfQuery();
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Fifo::Init(); // must be done before OpcodeDecoder::Init()
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OpcodeDecoder::Init();
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IndexGenerator::Init();
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VertexShaderManager::Init();
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PixelShaderManager::Init();
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GeometryShaderManager::Init();
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ProgramShaderCache::Init();
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g_texture_cache = std::make_unique<TextureCache>();
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g_sampler_cache = std::make_unique<SamplerCache>();
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Renderer::Init();
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VertexLoaderManager::Init();
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TextureConverter::Init();
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BoundingBox::Init();
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BPInit();
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g_vertex_manager = std::make_unique<VertexManager>();
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g_perf_query = GetPerfQuery();
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Fifo::Init(); // must be done before OpcodeDecoder::Init()
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OpcodeDecoder::Init();
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IndexGenerator::Init();
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VertexShaderManager::Init();
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PixelShaderManager::Init();
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GeometryShaderManager::Init();
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ProgramShaderCache::Init();
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g_texture_cache = std::make_unique<TextureCache>();
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g_sampler_cache = std::make_unique<SamplerCache>();
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Renderer::Init();
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VertexLoaderManager::Init();
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TextureConverter::Init();
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BoundingBox::Init();
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// Notify the core that the video backend is ready
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Host_Message(WM_USER_CREATE);
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// Notify the core that the video backend 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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m_initialized = false;
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m_initialized = false;
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// Do our OSD callbacks
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OSD::DoCallbacks(OSD::CallbackType::Shutdown);
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// Do our OSD callbacks
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OSD::DoCallbacks(OSD::CallbackType::Shutdown);
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GLInterface->Shutdown();
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GLInterface.reset();
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GLInterface->Shutdown();
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GLInterface.reset();
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}
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void VideoBackend::Video_Cleanup()
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{
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if (!g_renderer)
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return;
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if (!g_renderer)
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return;
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Fifo::Shutdown();
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Fifo::Shutdown();
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// The following calls are NOT Thread Safe
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// And need to be called from the video thread
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Renderer::Shutdown();
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BoundingBox::Shutdown();
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TextureConverter::Shutdown();
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VertexLoaderManager::Shutdown();
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g_sampler_cache.reset();
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g_texture_cache.reset();
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ProgramShaderCache::Shutdown();
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VertexShaderManager::Shutdown();
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PixelShaderManager::Shutdown();
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GeometryShaderManager::Shutdown();
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// The following calls are NOT Thread Safe
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// And need to be called from the video thread
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Renderer::Shutdown();
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BoundingBox::Shutdown();
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TextureConverter::Shutdown();
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VertexLoaderManager::Shutdown();
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g_sampler_cache.reset();
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g_texture_cache.reset();
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ProgramShaderCache::Shutdown();
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VertexShaderManager::Shutdown();
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PixelShaderManager::Shutdown();
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GeometryShaderManager::Shutdown();
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g_perf_query.reset();
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g_vertex_manager.reset();
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g_perf_query.reset();
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g_vertex_manager.reset();
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OpcodeDecoder::Shutdown();
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g_renderer.reset();
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GLInterface->ClearCurrent();
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OpcodeDecoder::Shutdown();
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g_renderer.reset();
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GLInterface->ClearCurrent();
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}
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}
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