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https://github.com/dolphin-emu/dolphin.git
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a8e591dc73
The D3D / OGL backends only ever used RGBA textures, and the Software backend uses its own custom code for sampling. The ARGB path seems to just be dead code. Since ARGB and RGBA formats are similar, I don't think this will make the code more difficult to read or unable to be used as reference. Somebody who wants to use this code to output ARGB can simply modify the MakeRGBA function to put the shift at the other end.
254 lines
6.6 KiB
C++
254 lines
6.6 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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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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1.1 Display settings
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Internal and fullscreen resolution: Since the only internal resolutions allowed
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are also fullscreen resolution allowed by the system there is only need for one
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resolution setting that applies to both the internal resolution and the
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fullscreen resolution. - Apparently no, someone else doesn't agree
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Todo: Make the internal resolution option apply instantly, currently only the
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native and 2x option applies instantly. To do this we need to be able to change
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the reinitialize FramebufferManager:Init() while a game is running.
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1.2 Screenshots
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The screenshots should be taken from the internal representation of the picture
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regardless of what the current window size is. Since AA and wireframe is
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applied together with the picture resizing this rule is not currently applied
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to AA or wireframe pictures, they are instead taken from whatever the window
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size is.
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Todo: Render AA and wireframe to a separate picture used for the screenshot in
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addition to the one for display.
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1.3 AA
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Make AA apply instantly during gameplay if possible
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*/
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#include <algorithm>
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#include <cstdarg>
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#include "Common/Atomic.h"
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#include "Common/CommonPaths.h"
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#include "Common/Thread.h"
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#include "Common/Logging/LogManager.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "Core/Host.h"
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#include "VideoBackends/OGL/FramebufferManager.h"
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#include "VideoBackends/OGL/GLInterfaceBase.h"
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#include "VideoBackends/OGL/GLUtil.h"
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#include "VideoBackends/OGL/PerfQuery.h"
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#include "VideoBackends/OGL/PostProcessing.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoBackends/OGL/Render.h"
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#include "VideoBackends/OGL/SamplerCache.h"
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#include "VideoBackends/OGL/TextureCache.h"
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#include "VideoBackends/OGL/TextureConverter.h"
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#include "VideoBackends/OGL/VertexManager.h"
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#include "VideoBackends/OGL/VideoBackend.h"
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#include "VideoCommon/BPStructs.h"
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#include "VideoCommon/CommandProcessor.h"
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#include "VideoCommon/Fifo.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/IndexGenerator.h"
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#include "VideoCommon/LookUpTables.h"
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#include "VideoCommon/MainBase.h"
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/OpcodeDecoding.h"
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#include "VideoCommon/PixelEngine.h"
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/VertexLoader.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexShaderManager.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/VideoState.h"
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namespace OGL
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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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}
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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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}
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static void GetShaders(std::vector<std::string> &shaders)
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{
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std::set<std::string> already_found;
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shaders.clear();
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static const std::string directories[] = {
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File::GetUserPath(D_SHADERS_IDX),
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File::GetSysDirectory() + SHADERS_DIR DIR_SEP,
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};
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for (auto& directory : directories)
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{
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if (!File::IsDirectory(directory))
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continue;
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File::FSTEntry entry;
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File::ScanDirectoryTree(directory, entry);
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for (auto& file : entry.children)
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{
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std::string name = file.virtualName;
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if (name.size() < 5)
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continue;
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if (strcasecmp(name.substr(name.size() - 5).c_str(), ".glsl"))
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continue;
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name = name.substr(0, name.size() - 5);
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if (already_found.find(name) != already_found.end())
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continue;
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already_found.insert(name);
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shaders.push_back(name);
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}
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}
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std::sort(shaders.begin(), shaders.end());
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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.bUseMinimalMipCount = false;
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g_Config.backend_info.bSupportsExclusiveFullscreen = false;
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//g_Config.backend_info.bSupportsDualSourceBlend = true; // is gpu dependent and must be set in renderer
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//g_Config.backend_info.bSupportsEarlyZ = true; // is gpu dependent and must be set in renderer
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g_Config.backend_info.bSupportsOversizedViewports = true;
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g_Config.backend_info.Adapters.clear();
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// aamodes
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const char* caamodes[] = {_trans("None"), "2x", "4x", "8x", "4x SSAA"};
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g_Config.backend_info.AAModes.assign(caamodes, caamodes + sizeof(caamodes)/sizeof(*caamodes));
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// pp shaders
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GetShaders(g_Config.backend_info.PPShaders);
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}
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void VideoBackend::ShowConfig(void *_hParent)
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{
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InitBackendInfo();
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Host_ShowVideoConfig(_hParent, 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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frameCount = 0;
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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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// Do our OSD callbacks
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OSD::DoCallbacks(OSD::OSD_INIT);
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s_BackendInitialized = 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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g_renderer = new Renderer;
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CommandProcessor::Init();
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PixelEngine::Init();
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BPInit();
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g_vertex_manager = new VertexManager;
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g_perf_query = new PerfQuery;
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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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ProgramShaderCache::Init();
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g_texture_cache = new TextureCache();
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g_sampler_cache = new SamplerCache();
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Renderer::Init();
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GL_REPORT_ERRORD();
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VertexLoaderManager::Init();
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TextureConverter::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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}
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void VideoBackend::Shutdown()
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{
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s_BackendInitialized = false;
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// Do our OSD callbacks
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OSD::DoCallbacks(OSD::OSD_SHUTDOWN);
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GLInterface->Shutdown();
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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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{
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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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TextureConverter::Shutdown();
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VertexLoaderManager::Shutdown();
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delete g_sampler_cache;
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g_sampler_cache = nullptr;
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delete g_texture_cache;
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g_texture_cache = nullptr;
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ProgramShaderCache::Shutdown();
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VertexShaderManager::Shutdown();
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PixelShaderManager::Shutdown();
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delete g_perf_query;
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g_perf_query = nullptr;
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delete g_vertex_manager;
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g_vertex_manager = nullptr;
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OpcodeDecoder_Shutdown();
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delete g_renderer;
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g_renderer = nullptr;
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GLInterface->ClearCurrent();
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}
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}
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}
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