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https://github.com/dolphin-emu/dolphin.git
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VideoBackend: Remove simple wrapper functions.
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@ -62,13 +62,10 @@ class VideoBackendBase
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public:
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virtual ~VideoBackendBase() {}
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void EmuStateChange(EMUSTATE_CHANGE);
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virtual unsigned int PeekMessages() = 0;
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virtual bool Initialize(void* window_handle) = 0;
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virtual void Shutdown() = 0;
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void RunLoop(bool enable);
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virtual std::string GetName() const = 0;
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virtual std::string GetDisplayName() const { return GetName(); }
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@ -76,7 +73,6 @@ public:
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virtual void ShowConfig(void*) = 0;
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virtual void Video_Prepare() = 0;
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void Video_EnterLoop();
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void Video_ExitLoop();
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virtual void Video_Cleanup() = 0; // called from gl/d3d thread
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@ -87,35 +83,15 @@ public:
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u32 Video_GetQueryResult(PerfQueryType type);
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u16 Video_GetBoundingBox(int index);
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void Video_AddMessage(const std::string& msg, unsigned int milliseconds);
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void Video_ClearMessages();
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bool Video_Screenshot(const std::string& filename);
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void Video_SetRendering(bool bEnabled);
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void Video_GatherPipeBursted();
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int Video_Sync(int ticks);
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// Registers MMIO handlers for the CommandProcessor registers.
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void RegisterCPMMIO(MMIO::Mapping* mmio, u32 base);
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static void PopulateList();
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static void ClearList();
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static void ActivateBackend(const std::string& name);
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// waits until is paused and fully idle, and acquires a lock on that state.
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// or, if doLock is false, releases a lock on that state and optionally unpauses.
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// calls must be balanced and non-recursive (once with doLock true, then once with doLock false).
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void PauseAndLock(bool doLock, bool unpauseOnUnlock = true);
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// the implementation needs not do synchronization logic, because calls to it are surrounded by PauseAndLock now
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void DoState(PointerWrap &p);
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void CheckInvalidState();
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void UpdateWantDeterminism(bool want);
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protected:
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void InitializeShared();
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