237 lines
6.3 KiB
C++
237 lines
6.3 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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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 "Atomic.h"
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#include "Thread.h"
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#include "LogManager.h"
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#if defined(HAVE_WX) && HAVE_WX
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#include "VideoConfigDiag.h"
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#endif // HAVE_WX
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#if defined(HAVE_WX) && HAVE_WX
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#include "Debugger/DebuggerPanel.h"
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#endif // HAVE_WX
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#include "MainBase.h"
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#include "main.h"
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#include "VideoConfig.h"
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#include "Fifo.h"
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#include "OpcodeDecoding.h"
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#include "TextureCache.h"
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#include "BPStructs.h"
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#include "VertexManager.h"
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#include "FramebufferManager.h"
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#include "VertexLoaderManager.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 "CommandProcessor.h"
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#include "PixelEngine.h"
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#include "OnScreenDisplay.h"
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#include "D3DTexture.h"
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#include "D3DUtil.h"
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#include "EmuWindow.h"
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#include "VideoState.h"
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#include "Render.h"
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#include "DLCache.h"
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#include "IndexGenerator.h"
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#include "IniFile.h"
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#include "Core.h"
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#include "Host.h"
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#include "ConfigManager.h"
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#include "VideoBackend.h"
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#include "PerfQuery.h"
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namespace DX9
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{
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unsigned int VideoBackend::PeekMessages()
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{
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MSG msg;
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while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
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{
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if (msg.message == WM_QUIT)
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return FALSE;
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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return TRUE;
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}
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void VideoBackend::UpdateFPSDisplay(const char *text)
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{
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TCHAR temp[512];
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swprintf_s(temp, sizeof(temp)/sizeof(TCHAR), _T("%hs | DX9 | %hs"), scm_rev_str, text);
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EmuWindow::SetWindowText(temp);
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}
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std::string VideoBackend::GetName()
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{
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return "Direct3D9";
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}
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std::string VideoBackend::GetDisplayName()
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{
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return "Direct3D9";
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}
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void InitBackendInfo()
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{
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DX9::D3D::Init();
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D3DCAPS9 device_caps = DX9::D3D::GetCaps();
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const int shaderModel = ((device_caps.PixelShaderVersion >> 8) & 0xFF);
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const int maxConstants = (shaderModel < 3) ? 32 : ((shaderModel < 4) ? 224 : 65536);
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g_Config.backend_info.APIType = shaderModel < 3 ? API_D3D9_SM20 : API_D3D9_SM30;
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g_Config.backend_info.bUseRGBATextures = false;
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g_Config.backend_info.bUseMinimalMipCount = true;
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g_Config.backend_info.bSupports3DVision = true;
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g_Config.backend_info.bSupportsPrimitiveRestart = false; // TODO: figure out if it does
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g_Config.backend_info.bSupportsSeparateAlphaFunction = device_caps.PrimitiveMiscCaps & D3DPMISCCAPS_SEPARATEALPHABLEND;
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// Dual source blend disabled by default until a proper method to test for support is found
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g_Config.backend_info.bSupportsDualSourceBlend = false;
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g_Config.backend_info.bSupportsFormatReinterpretation = true;
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g_Config.backend_info.bSupportsPixelLighting = C_PLIGHTS + 40 <= maxConstants && C_PMATERIALS + 4 <= maxConstants;
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// adapters
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g_Config.backend_info.Adapters.clear();
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for (int i = 0; i < DX9::D3D::GetNumAdapters(); ++i)
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g_Config.backend_info.Adapters.push_back(DX9::D3D::GetAdapter(i).ident.Description);
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// aamodes
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g_Config.backend_info.AAModes.clear();
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if (g_Config.iAdapter < DX9::D3D::GetNumAdapters())
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{
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const DX9::D3D::Adapter &adapter = DX9::D3D::GetAdapter(g_Config.iAdapter);
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for (int i = 0; i < (int)adapter.aa_levels.size(); ++i)
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g_Config.backend_info.AAModes.push_back(adapter.aa_levels[i].name);
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}
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// Clear ppshaders string vector
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g_Config.backend_info.PPShaders.clear();
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DX9::D3D::Shutdown();
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}
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void VideoBackend::ShowConfig(void* parent)
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{
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#if defined(HAVE_WX) && HAVE_WX
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InitBackendInfo();
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VideoConfigDiag diag((wxWindow*)parent, _trans("Direct3D9"), "gfx_dx9");
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diag.ShowModal();
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#endif
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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_dx9.ini").c_str());
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g_Config.GameIniLoad(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strGameIni.c_str());
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g_Config.UpdateProjectionHack();
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g_Config.VerifyValidity();
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UpdateActiveConfig();
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window_handle = (void*)EmuWindow::Create((HWND)window_handle, GetModuleHandle(0), _T("Loading - Please wait."));
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if (window_handle == NULL)
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{
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ERROR_LOG(VIDEO, "An error has occurred while trying to create the window.");
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return false;
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}
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else if (FAILED(DX9::D3D::Init()))
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{
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MessageBox(GetActiveWindow(), _T("Unable to initialize Direct3D. Please make sure that you have the latest version of DirectX 9.0c correctly installed."), _T("Fatal Error"), MB_ICONERROR|MB_OK);
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return false;
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}
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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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s_swapRequested = FALSE;
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// internal interfaces
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g_vertex_manager = new VertexManager;
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g_perf_query = new PerfQuery;
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g_renderer = new Renderer;
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g_texture_cache = new TextureCache;
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// VideoCommon
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BPInit();
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Fifo_Init();
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IndexGenerator::Init();
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VertexLoaderManager::Init();
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OpcodeDecoder_Init();
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VertexShaderManager::Init();
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PixelShaderManager::Init();
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CommandProcessor::Init();
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PixelEngine::Init();
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DLCache::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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// TODO: should be in Video_Cleanup
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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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// internal interfaces
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PixelShaderCache::Shutdown();
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VertexShaderCache::Shutdown();
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delete g_texture_cache;
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delete g_renderer;
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delete g_perf_query;
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delete g_vertex_manager;
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g_renderer = NULL;
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g_texture_cache = NULL;
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}
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D3D::Shutdown();
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}
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void VideoBackend::Video_Cleanup() {
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}
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}
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