mirror of https://github.com/PCSX2/pcsx2.git
gs: remove unneeded windows project files
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; GS.def : Declares the module parameters for the DLL.
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EXPORTS
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; Explicit exports can go here
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PS2EgetLibType
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PS2EgetLibName
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PS2EgetLibVersion2
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PS2EgetCpuPlatform
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GSsetBaseMem
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GSinit
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GSshutdown
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GSosdLog
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GSosdMonitor
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GSopen
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GSopen2
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GSclose
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GSreset
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GSwriteCSR
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GSgifSoftReset
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GSgifTransfer
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GSgifTransfer1
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GSgifTransfer2
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GSgifTransfer3
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GSvsync
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GSmakeSnapshot
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GSkeyEvent
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GSfreeze
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GSconfigure
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GStest
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GSabout
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GSinitReadFIFO
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GSreadFIFO
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GSinitReadFIFO2
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GSreadFIFO2
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GSirqCallback
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GSsetupRecording
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GSendRecording
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GSsetGameCRC
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GSsetFrameSkip
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GSsetVsync
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GSsetExclusive
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GSsetSettingsDir
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GSgetLastTag
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GSReplay
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GSBenchmark
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GSgetTitleInfo2
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100
pcsx2/GS/GSdx.h
100
pcsx2/GS/GSdx.h
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/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2021 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "Window/GSSetting.h"
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#include "GS.h"
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class GSApp
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{
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std::string m_ini;
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std::string m_section;
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std::map<std::string, std::string> m_default_configuration;
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std::map<std::string, std::string> m_configuration_map;
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GSRendererType m_current_renderer_type;
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public:
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GSApp();
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void Init();
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void* GetModuleHandlePtr();
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#ifdef _WIN32
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HMODULE GetModuleHandle()
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{
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return (HMODULE)GetModuleHandlePtr();
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}
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#endif
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void BuildConfigurationMap(const char* lpFileName);
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void ReloadConfig();
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size_t GetIniString(const char* lpAppName, const char* lpKeyName, const char* lpDefault, char* lpReturnedString, size_t nSize, const char* lpFileName);
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bool WriteIniString(const char* lpAppName, const char* lpKeyName, const char* pString, const char* lpFileName);
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int GetIniInt(const char* lpAppName, const char* lpKeyName, int nDefault, const char* lpFileName);
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#ifdef _WIN32
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bool LoadResource(int id, std::vector<char>& buff, const wchar_t* type = nullptr);
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#else
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bool LoadResource(int id, std::vector<char>& buff, const char* type = nullptr);
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#endif
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void SetConfig(const char* entry, const char* value);
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void SetConfig(const char* entry, int value);
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// Avoid issue with overloading
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template <typename T>
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T GetConfigT(const char* entry)
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{
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return static_cast<T>(GetConfigI(entry));
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}
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int GetConfigI(const char* entry);
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bool GetConfigB(const char* entry);
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std::string GetConfigS(const char* entry);
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void SetCurrentRendererType(GSRendererType type);
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GSRendererType GetCurrentRendererType() const;
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void SetConfigDir(const char* dir);
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std::vector<GSSetting> m_gs_renderers;
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std::vector<GSSetting> m_gs_interlace;
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std::vector<GSSetting> m_gs_aspectratio;
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std::vector<GSSetting> m_gs_upscale_multiplier;
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std::vector<GSSetting> m_gs_max_anisotropy;
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std::vector<GSSetting> m_gs_dithering;
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std::vector<GSSetting> m_gs_bifilter;
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std::vector<GSSetting> m_gs_trifilter;
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std::vector<GSSetting> m_gs_hack;
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std::vector<GSSetting> m_gs_generic_list;
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std::vector<GSSetting> m_gs_offset_hack;
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std::vector<GSSetting> m_gs_hw_mipmapping;
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std::vector<GSSetting> m_gs_crc_level;
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std::vector<GSSetting> m_gs_acc_blend_level;
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std::vector<GSSetting> m_gs_acc_blend_level_d3d11;
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std::vector<GSSetting> m_gs_tv_shaders;
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};
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struct GSError
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{
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};
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struct GSRecoverableError : GSError
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{
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};
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struct GSErrorGlVertexArrayTooSmall : GSError
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{
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};
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extern GSApp theApp;
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