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Fix d3d12 build.
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ec0005195d
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5a064be490
@ -651,9 +651,6 @@ void D3D12GSRender::flip(int buffer)
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if (false)
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{
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CellGcmDisplayInfo* buffers;// = vm::ps3::_ptr<CellGcmDisplayInfo>(m_gcm_buffers_addr);
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u32 addr = rsx::get_address(buffers[gcm_current_buffer].offset, CELL_GCM_LOCATION_LOCAL);
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w = buffers[gcm_current_buffer].width;
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h = buffers[gcm_current_buffer].height;
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u32 addr = rsx::get_address(gcm_buffers[gcm_current_buffer].offset, CELL_GCM_LOCATION_LOCAL);
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w = gcm_buffers[gcm_current_buffer].width;
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h = gcm_buffers[gcm_current_buffer].height;
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@ -135,7 +135,7 @@ struct D3D12Traits
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// TODO: This shouldn't use current dir
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std::string filename = "./FragmentProgram" + std::to_string(ID) + ".hlsl";
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fs::file(filename, o_write | o_create | o_trunc).write(shader.c_str(), shader.size());
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fs::file(filename, fom::write | fom::create | fom::trunc).write(shader.c_str(), shader.size());
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fragmentProgramData.id = (u32)ID;
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}
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@ -148,7 +148,7 @@ struct D3D12Traits
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// TODO: This shouldn't use current dir
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std::string filename = "./VertexProgram" + std::to_string(ID) + ".hlsl";
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fs::file(filename, o_write | o_create | o_trunc).write(shaderCode.c_str(), shaderCode.size());
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fs::file(filename, fom::write | fom::create | fom::trunc).write(shaderCode.c_str(), shaderCode.size());
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vertexProgramData.id = (u32)ID;
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}
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