mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-01-11 08:39:13 +01:00
a357c77257
PS and VS making. Untested and won't work for now. Add in program shader cache files. Readd NativeVertexFormat stuffs. Add in PS and VS cache things. SetShaders in places. Fixed EFB cache index computations in OpenGL renderer. The previous computation was very likely to go out of array bounds, which could result in crashes on EFB access. Also, the cache size was rounded down instead of up. This is a problem since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64).
245 lines
6.5 KiB
C++
245 lines
6.5 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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// 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 "Globals.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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#include <cstdarg>
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#ifdef _WIN32
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#include "EmuWindow.h"
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#include "IniFile.h"
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#endif
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#if defined(HAVE_WX) && HAVE_WX
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#include "VideoConfigDiag.h"
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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 "VideoConfig.h"
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#include "LookUpTables.h"
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#include "ImageWrite.h"
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#include "Render.h"
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#include "GLUtil.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 "VertexLoader.h"
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#include "VertexLoaderManager.h"
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#include "VertexManager.h"
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#include "PixelShaderCache.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderCache.h"
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#include "VertexShaderManager.h"
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#include "CommandProcessor.h"
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#include "PixelEngine.h"
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#include "TextureConverter.h"
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#include "PostProcessing.h"
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#include "OnScreenDisplay.h"
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#include "Setup.h"
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#include "DLCache.h"
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#include "FramebufferManager.h"
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#include "Core.h"
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#include "Host.h"
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#include "VideoState.h"
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#include "VideoBackend.h"
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#include "ConfigManager.h"
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namespace OGL
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{
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std::string VideoBackend::GetName()
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{
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return "OpenGL";
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}
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void GetShaders(std::vector<std::string> &shaders)
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{
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shaders.clear();
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if (File::IsDirectory(File::GetUserPath(D_SHADERS_IDX)))
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{
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File::FSTEntry entry;
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File::ScanDirectoryTree(File::GetUserPath(D_SHADERS_IDX), entry);
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for (u32 i = 0; i < entry.children.size(); i++)
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{
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std::string name = entry.children[i].virtualName.c_str();
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if (!strcasecmp(name.substr(name.size() - 4).c_str(), ".txt"))
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name = name.substr(0, name.size() - 4);
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shaders.push_back(name);
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}
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}
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else
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{
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File::CreateDir(File::GetUserPath(D_SHADERS_IDX).c_str());
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}
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}
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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.bUseRGBATextures = false;
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g_Config.backend_info.bSupports3DVision = false;
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g_Config.backend_info.bSupportsDualSourceBlend = false; // supported, but broken
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g_Config.backend_info.bSupportsFormatReinterpretation = false;
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g_Config.backend_info.bSupportsPixelLighting = true;
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g_Config.backend_info.bSupportsGLSL = true;
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// aamodes
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const char* caamodes[] = {"None", "2x", "4x", "8x", "8x CSAA", "8xQ CSAA", "16x CSAA", "16xQ CSAA"};
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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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#if defined(HAVE_WX) && HAVE_WX
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InitBackendInfo();
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VideoConfigDiag diag((wxWindow*)_hParent, "OpenGL", "gfx_opengl");
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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_opengl.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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if (!OpenGL_Create(window_handle))
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return false;
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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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OpenGL_MakeCurrent();
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g_renderer = new Renderer;
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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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CommandProcessor::Init();
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PixelEngine::Init();
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g_texture_cache = new TextureCache;
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BPInit();
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g_vertex_manager = new VertexManager;
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Fifo_Init(); // must be done before OpcodeDecoder_Init()
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OpcodeDecoder_Init();
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VertexShaderCache::Init();
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VertexShaderManager::Init();
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PixelShaderCache::Init();
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PixelShaderManager::Init();
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PostProcessing::Init();
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GL_REPORT_ERRORD();
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VertexLoaderManager::Init();
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TextureConverter::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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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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DLCache::Shutdown();
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Fifo_Shutdown();
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PostProcessing::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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TextureConverter::Shutdown();
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VertexLoaderManager::Shutdown();
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VertexShaderCache::Shutdown();
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VertexShaderManager::Shutdown();
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PixelShaderManager::Shutdown();
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PixelShaderCache::Shutdown();
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delete g_vertex_manager;
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delete g_texture_cache;
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OpcodeDecoder_Shutdown();
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delete g_renderer;
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g_renderer = NULL;
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g_texture_cache = NULL;
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}
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OpenGL_Shutdown();
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}
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}
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