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https://github.com/dolphin-emu/dolphin.git
synced 2024-11-14 21:37:52 -07:00
Put the video prepare code back, and use the existence of the g_renderer to determine if video prepare has been run or not.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7274 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -43,7 +43,7 @@
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int frameCount;
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int OSDChoice, OSDTime;
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Renderer *g_renderer;
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Renderer *g_renderer = NULL;
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bool s_bLastFrameDumped = false;
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Common::CriticalSection Renderer::s_criticalScreenshot;
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@ -174,6 +174,11 @@ bool VideoBackend::Initialize(void *&window_handle)
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OSD::AddMessage("Dolphin Direct3D11 Video Backend.", 5000);
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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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@ -198,11 +203,6 @@ bool VideoBackend::Initialize(void *&window_handle)
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PixelEngine::Init();
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DLCache::Init();
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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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// Tell the host that the window is ready
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Core::Callback_CoreMessage(WM_USER_CREATE);
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}
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@ -211,29 +211,31 @@ void VideoBackend::Shutdown()
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{
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s_BackendInitialized = false;
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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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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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// 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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// 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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}
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EmuWindow::Close();
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s_BackendInitialized = false;
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}
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}
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@ -159,6 +159,11 @@ bool VideoBackend::Initialize(void *&window_handle)
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OSD::AddMessage("Dolphin Direct3D9 Video Backend.", 5000);
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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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@ -179,11 +184,6 @@ bool VideoBackend::Initialize(void *&window_handle)
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PixelEngine::Init();
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DLCache::Init();
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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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// Notify the core that the video backend is ready
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Core::Callback_CoreMessage(WM_USER_CREATE);
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}
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@ -192,25 +192,29 @@ void VideoBackend::Shutdown()
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{
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s_BackendInitialized = false;
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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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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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// 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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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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// internal interfaces
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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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}
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D3D::Shutdown();
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EmuWindow::Close();
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}
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@ -529,15 +529,6 @@ bool OpenGL_MakeCurrent()
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return true;
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}
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bool OpenGL_ReleaseContext()
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{
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#ifdef _WIN32
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return wglMakeCurrent(NULL, NULL);
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#elif defined(HAVE_X11) && HAVE_X11
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return glXMakeCurrent(GLWin.dpy, None, NULL);
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#endif
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}
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// Update window width, size and etc. Called from Render.cpp
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void OpenGL_Update()
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{
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@ -87,7 +87,6 @@ bool OpenGL_Create(void *&);
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void OpenGL_Shutdown();
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void OpenGL_Update();
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bool OpenGL_MakeCurrent();
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bool OpenGL_ReleaseContext();
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void OpenGL_SwapBuffers();
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// Get status
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@ -176,12 +176,14 @@ bool VideoBackend::Initialize(void *&window_handle)
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OSD::AddMessage("Dolphin OpenGL Video Backend.", 5000);
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s_BackendInitialized = true;
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if (!OpenGL_MakeCurrent())
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{
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ERROR_LOG(VIDEO, "Unable to connect to OpenGL context.");
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OpenGL_Shutdown();
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return false;
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}
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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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OpenGL_MakeCurrent();
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g_renderer = new Renderer;
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@ -208,22 +210,6 @@ bool VideoBackend::Initialize(void *&window_handle)
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TextureConverter::Init();
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DLCache::Init();
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if (!OpenGL_ReleaseContext())
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{
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ERROR_LOG(VIDEO, "Unable to release OpenGL context.");
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Shutdown();
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return false;
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}
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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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OpenGL_MakeCurrent();
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// Notify the core that the video backend is ready
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Core::Callback_CoreMessage(WM_USER_CREATE);
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}
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@ -232,25 +218,29 @@ void VideoBackend::Shutdown()
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{
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s_BackendInitialized = false;
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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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DLCache::Shutdown();
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Fifo_Shutdown();
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PostProcessing::Shutdown();
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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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DLCache::Shutdown();
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Fifo_Shutdown();
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PostProcessing::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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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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delete g_vertex_manager;
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delete g_texture_cache;
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OpcodeDecoder_Shutdown();
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delete g_renderer;
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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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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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delete g_vertex_manager;
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delete g_texture_cache;
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OpcodeDecoder_Shutdown();
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delete g_renderer;
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g_renderer = NULL;
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}
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OpenGL_Shutdown();
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}
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