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GPU/HW: Add D3D11 renderer and refactor host interface/display
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@ -10,6 +10,8 @@
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class StateWrapper;
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class HostDisplay;
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class System;
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class DMA;
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class InterruptController;
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@ -90,7 +92,8 @@ public:
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GPU();
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virtual ~GPU();
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virtual bool Initialize(System* system, DMA* dma, InterruptController* interrupt_controller, Timers* timers);
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virtual bool Initialize(HostDisplay* host_display, System* system, DMA* dma,
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InterruptController* interrupt_controller, Timers* timers);
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virtual void Reset();
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virtual bool DoState(StateWrapper& sw);
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@ -116,6 +119,9 @@ public:
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// Ticks for hblank/vblank.
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void Execute(TickCount ticks);
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// gpu_hw_d3d11.cpp
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static std::unique_ptr<GPU> CreateHardwareD3D11Renderer();
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// gpu_hw_opengl.cpp
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static std::unique_ptr<GPU> CreateHardwareOpenGLRenderer();
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@ -292,6 +298,7 @@ protected:
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virtual void DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32* command_ptr);
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virtual void FlushRender();
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HostDisplay* m_host_display = nullptr;
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System* m_system = nullptr;
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DMA* m_dma = nullptr;
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InterruptController* m_interrupt_controller = nullptr;
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