DX11 code maintenance, part 7:
Header cleanups. If anything, this will decrease compile time.. :P git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6916 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
cd6f00a3e5
commit
994913ce07
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@ -4,7 +4,7 @@
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#include <map>
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//#include "VideoCommon.h"
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#include "VideoCommon.h"
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#include "TextureDecoder.h"
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#include "BPMemory.h"
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@ -15,14 +15,12 @@
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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 "StringUtil.h"
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#include "VideoConfig.h"
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#include "D3DBase.h"
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#include "D3DTexture.h"
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#include "D3DShader.h"
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#include "D3Dcompiler.h"
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#include "VideoConfig.h"
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#include "Render.h"
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#include "XFStructs.h"
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#include "StringUtil.h"
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#include "GfxState.h"
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HINSTANCE hD3DXDll = NULL;
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D3DX11COMPILEFROMMEMORYTYPE PD3DX11CompileFromMemory = NULL;
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@ -19,8 +19,6 @@
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#include <d3dx11.h>
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#include "Common.h"
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#include "D3DBlob.h"
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#include "GfxState.h"
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#include <vector>
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#define SAFE_RELEASE(x) { if (x) (x)->Release(); (x) = NULL; }
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@ -15,6 +15,7 @@
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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 <d3d11.h>
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#include "D3DBlob.h"
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D3DBlob::D3DBlob(unsigned int blob_size, const u8* init_data) : ref(1), size(blob_size), blob(NULL)
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@ -17,8 +17,9 @@
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#pragma once
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#include <d3d11.h>
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#include "Common.h"
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#include "CommonTypes.h"
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struct ID3D10Blob;
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// use this class instead ID3D10Blob or ID3D11Blob whenever possible
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class D3DBlob
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@ -15,11 +15,11 @@
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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 <d3dx11.h>
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#include <d3dcompiler.h>
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#include <string>
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#include "VideoConfig.h"
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#include "D3DBase.h"
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#include "D3DShader.h"
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namespace D3D
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@ -53,11 +53,14 @@ bool CompileVertexShader(const char* code, unsigned int len, D3DBlob** blob)
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flags, 0, NULL, &shaderBuffer, &errorBuffer, NULL);
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if (FAILED(hr) || errorBuffer)
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{
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if (g_ActiveConfig.bShowShaderErrors)
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{
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std::string msg = (char*)errorBuffer->GetBufferPointer();
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msg += "\n\n";
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msg += code;
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MessageBoxA(0, msg.c_str(), "Error compiling pixel shader", MB_ICONERROR);
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}
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*blob = NULL;
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errorBuffer->Release();
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@ -98,11 +101,14 @@ bool CompilePixelShader(const char* code, unsigned int len, D3DBlob** blob)
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flags, 0, NULL, &shaderBuffer, &errorBuffer, NULL);
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if (FAILED(hr) || errorBuffer)
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{
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if (g_ActiveConfig.bShowShaderErrors)
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{
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std::string msg = (char*)errorBuffer->GetBufferPointer();
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msg += "\n\n";
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msg += code;
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MessageBoxA(0, msg.c_str(), "Error compiling pixel shader", MB_ICONERROR);
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}
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*blob = NULL;
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errorBuffer->Release();
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@ -17,7 +17,10 @@
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#pragma once
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#include "D3DBase.h"
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#include "D3DBlob.h"
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struct ID3D11PixelShader;
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struct ID3D11VertexShader;
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namespace D3D
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{
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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 <d3dx11.h>
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#include "D3DBase.h"
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#include "D3DTexture.h"
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#pragma once
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#include "D3DBase.h"
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#include "d3d11.h"
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namespace D3D
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{
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@ -16,15 +16,13 @@
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// http://code.google.com/p/dolphin-emu/
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#include <list>
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#include "Common.h"
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#include "D3DBase.h"
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#include "D3DUtil.h"
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#include "D3DTexture.h"
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#include "Render.h"
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#include "PixelShaderCache.h"
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#include "VertexShaderCache.h"
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#include "D3DShader.h"
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#include "GfxState.h"
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namespace D3D
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{
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#pragma once
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#include "D3DBase.h"
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#include <math.h>
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#include "d3d11.h"
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#include <MathUtil.h>
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namespace D3D
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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 "D3DBase.h"
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#include "D3DTexture.h"
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#include "D3DUtil.h"
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#include "Render.h"
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#include "FramebufferManager.h"
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#include "VideoConfig.h"
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#include "D3DBase.h"
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#include "D3DUtil.h"
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#include "FramebufferManager.h"
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#include "PixelShaderCache.h"
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#include "Render.h"
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#include "VertexShaderCache.h"
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FramebufferManager::Efb FramebufferManager::m_efb;
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#ifndef _FBMANAGER_D3D_H_
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#define _FBMANAGER_D3D_H_
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#include "D3DBase.h"
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#include "D3DTexture.h"
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#include "d3d11.h"
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#include "FramebufferManagerBase.h"
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#include "D3DTexture.h"
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// On the GameCube, the game sends a request for the graphics processor to
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// transfer its internal EFB (Embedded Framebuffer) to an area in GameCube RAM
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// called the XFB (External Framebuffer). The size and location of the XFB is
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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 "VideoConfig.h"
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#include "Log.h"
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#include "D3DBase.h"
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#include "GfxState.h"
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#include "VertexShaderCache.h"
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namespace D3D
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{
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// http://code.google.com/p/dolphin-emu/
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#include "D3DBase.h"
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#include "Profiler.h"
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#include "x64Emitter.h"
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#include "ABI.h"
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#include "MemoryUtil.h"
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#include "VertexShaderGen.h"
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#include "CPMemory.h"
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#include "D3DBlob.h"
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#include "NativeVertexFormat.h"
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#include "VertexManager.h"
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#include "VertexShaderCache.h"
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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 "Common.h"
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#include "FileUtil.h"
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#include "LinearDiskCache.h"
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#include "Globals.h"
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#include "D3DBase.h"
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#include "D3Dcompiler.h"
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#include "D3DShader.h"
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#include "Debugger.h"
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#include "Statistics.h"
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#include "VideoConfig.h"
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#include "D3DBase.h"
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#include "D3DShader.h"
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#include "Globals.h"
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#include "PixelShaderGen.h"
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#include "PixelShaderManager.h"
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#include "PixelShaderCache.h"
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#include "VertexLoader.h"
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#include "BPMemory.h"
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#include "XFMemory.h"
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#include "ImageWrite.h"
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#include "Debugger.h"
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extern int frameCount;
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#pragma once
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#include "Common.h"
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#include "LinearDiskCache.h"
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#include "D3DBase.h"
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#include <map>
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#include "PixelShaderGen.h"
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#include "VertexShaderGen.h"
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#include <d3d11.h>
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class PIXELSHADERUID;
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enum DSTALPHA_MODE;
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class PixelShaderCache
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{
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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 <list>
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#include <math.h>
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#include <strsafe.h>
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#include "StringUtil.h"
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#include "Common.h"
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#include "Atomic.h"
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#include "FileUtil.h"
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#include "Thread.h"
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#include "Timer.h"
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#include "Statistics.h"
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#include "VideoConfig.h"
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#include "main.h"
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#include "VertexManager.h"
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#include "PixelEngine.h"
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#include "Render.h"
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#include "OpcodeDecoding.h"
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#include "BPStructs.h"
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#include "XFStructs.h"
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#include "D3DUtil.h"
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#include "VertexShaderManager.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderCache.h"
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#include "PixelShaderCache.h"
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#include "VertexLoaderManager.h"
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#include "TextureCache.h"
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#include "EmuWindow.h"
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#include "AVIDump.h"
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#include "OnScreenDisplay.h"
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#include "FramebufferManager.h"
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#include "Fifo.h"
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#include "DLCache.h"
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#include "Debugger.h"
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#include "DLCache.h"
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#include "EmuWindow.h"
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#include "Fifo.h"
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#include "OnScreenDisplay.h"
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#include "PixelEngine.h"
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#include "Statistics.h"
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#include "VertexShaderManager.h"
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#include "VideoConfig.h"
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#include "D3DBase.h"
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#include "D3DUtil.h"
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#include "FramebufferManager.h"
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#include "GfxState.h"
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#include "PixelShaderCache.h"
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#include "Render.h"
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#include "TextureCache.h"
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#include "VertexShaderCache.h"
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#include <strsafe.h>
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static int s_fps = 0;
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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 <d3dx11.h>
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#include "Globals.h"
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#include "Statistics.h"
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#include "MemoryUtil.h"
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#include "Hash.h"
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#include "CommonPaths.h"
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#include "FileUtil.h"
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#include "RenderBase.h"
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#include "D3DBase.h"
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#include "D3DTexture.h"
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#include "D3DUtil.h"
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#include "FramebufferManager.h"
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#include "PixelShaderCache.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderManager.h"
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#include "VertexShaderCache.h"
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#include "Render.h"
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#include "TextureDecoder.h"
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#include "TextureCache.h"
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#include "HiresTextures.h"
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#include "VertexShaderCache.h"
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namespace DX11
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{
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#pragma once
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#include <map>
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#include "D3DBase.h"
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#include "D3DTexture.h"
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#include "VideoCommon.h"
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#include "BPMemory.h"
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#include "TextureCacheBase.h"
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#include "D3DTexture.h"
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namespace DX11
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{
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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 "Common.h"
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#include "FileUtil.h"
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#include "D3DBase.h"
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#include "D3DShader.h"
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#include "D3DUtil.h"
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#include "Fifo.h"
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#include "Statistics.h"
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#include "Profiler.h"
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#include "FramebufferManager.h"
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#include "VertexManager.h"
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#include "OpcodeDecoding.h"
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#include "IndexGenerator.h"
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#include "VertexShaderManager.h"
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#include "VertexShaderCache.h"
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#include "PixelShaderManager.h"
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#include "PixelShaderCache.h"
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#include "NativeVertexFormat.h"
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#include "TextureCache.h"
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#include "main.h"
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#include "VertexManager.h"
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#include "VertexShaderCache.h"
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#include "BPStructs.h"
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#include "XFStructs.h"
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#include "Globals.h"
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#include "BPMemory.h"
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#include "Debugger.h"
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#include "IndexGenerator.h"
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#include "MainBase.h"
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#include "PixelShaderManager.h"
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#include "Profiler.h"
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#include "RenderBase.h"
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#include "Statistics.h"
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#include "TextureCacheBase.h"
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#include "VertexShaderManager.h"
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#include "VideoConfig.h"
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// internal state for loading vertices
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extern NativeVertexFormat *g_nativeVertexFmt;
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#ifndef _VERTEXMANAGER_H
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#define _VERTEXMANAGER_H
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#include "CPMemory.h"
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#include "VertexLoader.h"
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#include "VertexManagerBase.h"
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#include "D3DBase.h"
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namespace DX11
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{
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@ -15,23 +15,17 @@
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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 <map>
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#include "Common.h"
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#include "FileUtil.h"
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#include "LinearDiskCache.h"
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#include "Globals.h"
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#include "D3DBase.h"
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#include "D3DShader.h"
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#include "Statistics.h"
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#include "Profiler.h"
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#include "VideoConfig.h"
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#include "VertexShaderCache.h"
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#include "VertexLoader.h"
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#include "BPMemory.h"
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#include "XFMemory.h"
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#include "Debugger.h"
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#include "Profiler.h"
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#include "Statistics.h"
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#include "VertexShaderGen.h"
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#include "D3DShader.h"
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#include "Globals.h"
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#include "VertexShaderCache.h"
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
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@ -18,10 +18,13 @@
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#ifndef _VERTEXSHADERCACHE_H
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#define _VERTEXSHADERCACHE_H
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#include "D3DBase.h"
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#include "VertexShaderGen.h"
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#include <map>
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#include "D3DBase.h"
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#include "D3DBlob.h"
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|
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class VERTEXSHADERUID;
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|
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class VertexShaderCache
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{
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public:
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@ -15,46 +15,37 @@
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// Official SVN repository and contact information can be found at
|
||||
// http://code.google.com/p/dolphin-emu/
|
||||
|
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#include <tchar.h>
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#include <windows.h>
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#include <d3dx11.h>
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#include <wx/wx.h>
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#include <wx/notebook.h>
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||||
|
||||
#include "Common.h"
|
||||
#include "Atomic.h"
|
||||
#include "Thread.h"
|
||||
#include "LogManager.h"
|
||||
|
||||
#include "VideoConfig.h"
|
||||
#include "Fifo.h"
|
||||
#include "OpcodeDecoding.h"
|
||||
#include "BPStructs.h"
|
||||
#include "CommandProcessor.h"
|
||||
#include "Fifo.h"
|
||||
#include "OnScreenDisplay.h"
|
||||
#include "OpcodeDecoding.h"
|
||||
#include "PixelEngine.h"
|
||||
#include "PixelShaderManager.h"
|
||||
#include "VideoConfig.h"
|
||||
#include "VertexLoaderManager.h"
|
||||
#include "VertexShaderManager.h"
|
||||
#include "PixelShaderManager.h"
|
||||
#include "CommandProcessor.h"
|
||||
#include "PixelEngine.h"
|
||||
#include "OnScreenDisplay.h"
|
||||
#include "VideoState.h"
|
||||
#include "XFBConvert.h"
|
||||
#include "Render.h"
|
||||
|
||||
#include "MainBase.h"
|
||||
#include "main.h"
|
||||
#include "DebuggerPanel.h"
|
||||
#include "DLCache.h"
|
||||
#include "EmuWindow.h"
|
||||
#include "FileUtil.h"
|
||||
#include "Globals.h"
|
||||
#include "IniFile.h"
|
||||
#include "VideoConfigDiag.h"
|
||||
|
||||
#include "D3DUtil.h"
|
||||
#include "D3DBase.h"
|
||||
#include "PixelShaderCache.h"
|
||||
#include "TextureCache.h"
|
||||
#include "VertexManager.h"
|
||||
#include "VertexShaderCache.h"
|
||||
#include "PixelShaderCache.h"
|
||||
#include "D3DTexture.h"
|
||||
#include "D3DUtil.h"
|
||||
#include "EmuWindow.h"
|
||||
#include "FramebufferManager.h"
|
||||
#include "DLCache.h"
|
||||
#include "DebuggerPanel.h"
|
||||
#include "IniFile.h"
|
||||
|
||||
|
||||
HINSTANCE g_hInstance = NULL;
|
||||
|
||||
|
|
Loading…
Reference in New Issue