mirror of
https://github.com/PCSX2/pcsx2.git
synced 2026-09-24 05:25:50 +02:00
This pull request is for the pending reorganization of the folder structure on GSdx, making it better organized and easier to work with. Also remove unused GSTextureFX.cpp file.
355 lines
5.3 KiB
C++
355 lines
5.3 KiB
C++
/*
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* Copyright (C) 2007-2009 Gabest
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* http://www.gabest.org
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*
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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; either version 2, or (at your option)
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* any later version.
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*
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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 for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#include "stdafx.h"
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#include "GSdx.h"
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#include "GSUtil.h"
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#include "Renderers/Null/GSDeviceNull.h"
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#include "GPURendererSW.h"
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#ifdef _WIN32
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#include "GPUSettingsDlg.h"
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#include "Renderers/DX9/GSDevice9.h"
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#include "Renderers/DX11/GSDevice11.h"
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static HRESULT s_hr = E_FAIL;
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#endif
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#define PSE_LT_GPU 2
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static GPURenderer* s_gpu = NULL;
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EXPORT_C_(uint32) PSEgetLibType()
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{
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return PSE_LT_GPU;
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}
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EXPORT_C_(const char*) PSEgetLibName()
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{
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return GSUtil::GetLibName();
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}
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EXPORT_C_(uint32) PSEgetLibVersion()
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{
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static const uint32 version = 1;
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static const uint32 revision = 1;
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return version << 16 | revision << 8 | PLUGIN_VERSION;
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}
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static void InitVectors()
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{
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GSVector4i::InitVectors();
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GSVector4::InitVectors();
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#if _M_SSE >= 0x500
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GSVector8::InitVectors();
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#endif
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#if _M_SSE >= 0x501
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GSVector8i::InitVectors();
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#endif
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GPUDrawScanlineCodeGenerator::InitVectors();
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GPULocalMemory::InitVectors();
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GPUSetupPrimCodeGenerator::InitVectors();
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}
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EXPORT_C_(int32) GPUinit()
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{
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if(!GSUtil::CheckSSE())
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{
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return -1;
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}
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theApp.Init();
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InitVectors();
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return 0;
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}
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EXPORT_C_(int32) GPUshutdown()
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{
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return 0;
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}
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EXPORT_C_(int32) GPUclose()
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{
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delete s_gpu;
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s_gpu = NULL;
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#ifdef _WIN32
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GSDeviceDX::FreeD3DCompiler();
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if(SUCCEEDED(s_hr))
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{
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::CoUninitialize();
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s_hr = E_FAIL;
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}
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#endif
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return 0;
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}
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EXPORT_C_(int32) GPUopen(void* hWnd)
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{
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GPUclose();
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if(!GSUtil::CheckSSE())
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{
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return -1;
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}
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#ifdef _WIN32
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s_hr = ::CoInitializeEx(NULL, COINIT_MULTITHREADED);
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if(!GSUtil::CheckDirectX())
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{
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return -1;
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}
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if (!GSDeviceDX::LoadD3DCompiler())
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return -1;
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#endif
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GPURendererType renderer = static_cast<GPURendererType>(theApp.GetConfigI("Renderer"));
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int threads = theApp.GetConfigI("extrathreads");
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switch(renderer)
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{
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#ifdef _WIN32
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case GPURendererType::D3D9_SW: s_gpu = new GPURendererSW(new GSDevice9(), threads); break;
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case GPURendererType::D3D11_SW: s_gpu = new GPURendererSW(new GSDevice11(), threads); break;
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#endif
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case GPURendererType::NULL_Renderer: s_gpu = new GPURendererSW(new GSDeviceNull(), threads); break;
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default: // Fall back to D3D9/null mode if unknown value is read. No one could possibly enter here anyway.
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#ifdef _WIN32
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s_gpu = new GPURendererSW(new GSDevice9(), threads); break;
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#else
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s_gpu = new GPURendererSW(new GSDeviceNull(), threads); break;
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#endif
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}
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if(!s_gpu->Create(hWnd))
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{
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GPUclose();
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return -1;
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}
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return 0;
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}
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EXPORT_C_(int32) GPUconfigure()
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{
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if(!GSUtil::CheckSSE())
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{
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return -1;
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}
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theApp.Init();
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#ifdef _WIN32
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GPUSettingsDlg dlg;
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if(IDOK == dlg.DoModal())
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{
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GPUshutdown();
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GPUinit();
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}
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#else
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// TODO: linux
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#endif
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return 0;
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}
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EXPORT_C_(int32) GPUtest()
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{
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if(!GSUtil::CheckSSE())
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{
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return -1;
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}
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return 0;
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}
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EXPORT_C GPUabout()
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{
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// TODO
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}
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EXPORT_C GPUwriteDataMem(const uint8* mem, uint32 size)
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{
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s_gpu->WriteData(mem, size);
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}
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EXPORT_C GPUwriteData(uint32 data)
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{
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s_gpu->WriteData((uint8*)&data, 1);
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}
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EXPORT_C GPUreadDataMem(uint8* mem, uint32 size)
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{
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s_gpu->ReadData(mem, size);
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}
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EXPORT_C_(uint32) GPUreadData()
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{
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uint32 data = 0;
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s_gpu->ReadData((uint8*)&data, 1);
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return data;
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}
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EXPORT_C GPUwriteStatus(uint32 status)
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{
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s_gpu->WriteStatus(status);
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}
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EXPORT_C_(uint32) GPUreadStatus()
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{
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return s_gpu->ReadStatus();
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}
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EXPORT_C_(uint32) GPUdmaChain(const uint8* mem, uint32 addr)
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{
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uint32 last[3];
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memset(last, 0xff, sizeof(last));
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do
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{
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if(addr == last[1] || addr == last[2])
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{
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break;
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}
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(addr < last[0] ? last[1] : last[2]) = addr;
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last[0] = addr;
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uint8 size = mem[addr + 3];
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if(size > 0)
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{
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s_gpu->WriteData(&mem[addr + 4], size);
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}
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addr = *(uint32*)&mem[addr] & 0xffffff;
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}
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while(addr != 0xffffff);
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return 0;
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}
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EXPORT_C_(uint32) GPUgetMode()
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{
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// TODO
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return 0;
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}
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EXPORT_C GPUsetMode(uint32 mode)
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{
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// TODO
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}
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EXPORT_C GPUupdateLace()
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{
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s_gpu->VSync();
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}
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EXPORT_C GPUmakeSnapshot()
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{
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s_gpu->MakeSnapshot("c:/"); // TODO
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}
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EXPORT_C GPUdisplayText(char* text)
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{
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// TODO
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}
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EXPORT_C GPUdisplayFlags(uint32 flags)
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{
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// TODO
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}
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EXPORT_C_(int32) GPUfreeze(uint32 type, GPUFreezeData* data)
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{
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if(!data || data->version != 1)
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{
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return 0;
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}
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if(type == 0)
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{
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s_gpu->Defrost(data);
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return 1;
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}
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else if(type == 1)
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{
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s_gpu->Freeze(data);
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return 1;
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}
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else if(type == 2)
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{
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int slot = *(int*)data + 1;
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if(slot < 1 || slot > 9)
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{
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return 0;
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}
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// TODO
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return 1;
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}
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return 0;
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}
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EXPORT_C GPUgetScreenPic(uint8* mem)
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{
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// TODO
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}
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EXPORT_C GPUshowScreenPic(uint8* mem)
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{
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// TODO
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}
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EXPORT_C GPUcursor(int player, int x, int y)
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{
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// TODO
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}
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