d3d12: Start implementation

This commit is contained in:
vlj 2015-05-10 01:05:00 +02:00 committed by Vincent Lejeune
parent d10c44ed3a
commit 976d707596
7 changed files with 727 additions and 5 deletions

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@ -0,0 +1,599 @@
#include "stdafx.h"
#include "D3D12GSRender.h"
#include <wrl/client.h>
#include <dxgi1_4.h>
static void check(HRESULT hr)
{
if (hr != 0)
abort();
}
D3D12GSRender::D3D12GSRender()
: GSRender()
{
// Enable d3d debug layer
Microsoft::WRL::ComPtr<ID3D12Debug> debugInterface;
D3D12GetDebugInterface(IID_PPV_ARGS(&debugInterface));
debugInterface->EnableDebugLayer();
// Create adapter
Microsoft::WRL::ComPtr<IDXGIFactory4> dxgiFactory;
check(CreateDXGIFactory(IID_PPV_ARGS(&dxgiFactory)));
IDXGIAdapter* warpAdapter;
check(dxgiFactory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter)));
check(D3D12CreateDevice(warpAdapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device)));
// Queues
D3D12_COMMAND_QUEUE_DESC copyQueueDesc = {}, graphicQueueDesc = {};
copyQueueDesc.Type = D3D12_COMMAND_LIST_TYPE_COPY;
graphicQueueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
check(m_device->CreateCommandQueue(&copyQueueDesc, IID_PPV_ARGS(&m_commandQueueCopy)));
check(m_device->CreateCommandQueue(&graphicQueueDesc, IID_PPV_ARGS(&m_commandQueueGraphic)));
}
D3D12GSRender::~D3D12GSRender()
{
// NOTE: Should be released only if no command are in flight !
m_commandQueueGraphic->Release();
m_commandQueueCopy->Release();
m_device->Release();
}
void D3D12GSRender::Close()
{
}
void D3D12GSRender::InitDrawBuffers()
{
// if (!m_fbo.IsCreated() || RSXThread::m_width != last_width || RSXThread::m_height != last_height || last_depth_format != m_surface_depth_format)
{
/*
LOG_WARNING(RSX, "New FBO (%dx%d)", RSXThread::m_width, RSXThread::m_height);
last_width = RSXThread::m_width;
last_height = RSXThread::m_height;
last_depth_format = m_surface_depth_format;
m_fbo.Create();
checkForGlError("m_fbo.Create");
m_fbo.Bind();
m_rbo.Create(4 + 1);
checkForGlError("m_rbo.Create");
for (int i = 0; i < 4; ++i)
{
m_rbo.Bind(i);
m_rbo.Storage(GL_RGBA, RSXThread::m_width, RSXThread::m_height);
checkForGlError("m_rbo.Storage(GL_RGBA)");
}
m_rbo.Bind(4);
switch (m_surface_depth_format)
{
case 0:
{
// case 0 found in BLJM60410-[Suzukaze no Melt - Days in the Sanctuary]
// [E : RSXThread]: Bad depth format! (0)
// [E : RSXThread]: glEnable: opengl error 0x0506
// [E : RSXThread]: glDrawArrays: opengl error 0x0506
m_rbo.Storage(GL_DEPTH_COMPONENT, RSXThread::m_width, RSXThread::m_height);
checkForGlError("m_rbo.Storage(GL_DEPTH_COMPONENT)");
break;
}
case CELL_GCM_SURFACE_Z16:
{
m_rbo.Storage(GL_DEPTH_COMPONENT16, RSXThread::m_width, RSXThread::m_height);
checkForGlError("m_rbo.Storage(GL_DEPTH_COMPONENT16)");
m_fbo.Renderbuffer(GL_DEPTH_ATTACHMENT, m_rbo.GetId(4));
checkForGlError("m_fbo.Renderbuffer(GL_DEPTH_ATTACHMENT)");
break;
}
case CELL_GCM_SURFACE_Z24S8:
{
m_rbo.Storage(GL_DEPTH24_STENCIL8, RSXThread::m_width, RSXThread::m_height);
checkForGlError("m_rbo.Storage(GL_DEPTH24_STENCIL8)");
m_fbo.Renderbuffer(GL_DEPTH_ATTACHMENT, m_rbo.GetId(4));
checkForGlError("m_fbo.Renderbuffer(GL_DEPTH_ATTACHMENT)");
m_fbo.Renderbuffer(GL_STENCIL_ATTACHMENT, m_rbo.GetId(4));
checkForGlError("m_fbo.Renderbuffer(GL_STENCIL_ATTACHMENT)");
break;
}
default:
{
LOG_ERROR(RSX, "Bad depth format! (%d)", m_surface_depth_format);
assert(0);
break;
}
}
for (int i = 0; i < 4; ++i)
{
m_fbo.Renderbuffer(GL_COLOR_ATTACHMENT0 + i, m_rbo.GetId(i));
checkForGlError(fmt::Format("m_fbo.Renderbuffer(GL_COLOR_ATTACHMENT%d)", i));
}
*/
//m_fbo.Renderbuffer(GL_DEPTH_ATTACHMENT, m_rbo.GetId(4));
//checkForGlError("m_fbo.Renderbuffer(GL_DEPTH_ATTACHMENT)");
//if (m_surface_depth_format == 2)
//{
// m_fbo.Renderbuffer(GL_STENCIL_ATTACHMENT, m_rbo.GetId(4));
// checkForGlError("m_fbo.Renderbuffer(GL_STENCIL_ATTACHMENT)");
//}
}
/*
if (!m_set_surface_clip_horizontal)
{
m_surface_clip_x = 0;
m_surface_clip_w = RSXThread::m_width;
}
if (!m_set_surface_clip_vertical)
{
m_surface_clip_y = 0;
m_surface_clip_h = RSXThread::m_height;
}
m_fbo.Bind();
static const GLenum draw_buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
switch (m_surface_color_target)
{
case CELL_GCM_SURFACE_TARGET_NONE: break;
case CELL_GCM_SURFACE_TARGET_0:
{
glDrawBuffer(draw_buffers[0]);
checkForGlError("glDrawBuffer(0)");
break;
}
case CELL_GCM_SURFACE_TARGET_1:
{
glDrawBuffer(draw_buffers[1]);
checkForGlError("glDrawBuffer(1)");
break;
}
case CELL_GCM_SURFACE_TARGET_MRT1:
{
glDrawBuffers(2, draw_buffers);
checkForGlError("glDrawBuffers(2)");
break;
}
case CELL_GCM_SURFACE_TARGET_MRT2:
{
glDrawBuffers(3, draw_buffers);
checkForGlError("glDrawBuffers(3)");
break;
}
case CELL_GCM_SURFACE_TARGET_MRT3:
{
glDrawBuffers(4, draw_buffers);
checkForGlError("glDrawBuffers(4)");
break;
}
default:
{
LOG_ERROR(RSX, "Bad surface color target: %d", m_surface_color_target);
break;
}
}
if (m_read_buffer)
{
u32 format = GL_BGRA;
CellGcmDisplayInfo* buffers = vm::get_ptr<CellGcmDisplayInfo>(m_gcm_buffers_addr);
u32 addr = GetAddress(buffers[m_gcm_current_buffer].offset, CELL_GCM_LOCATION_LOCAL);
u32 width = buffers[m_gcm_current_buffer].width;
u32 height = buffers[m_gcm_current_buffer].height;
glDrawPixels(width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, vm::get_ptr(addr));
}*/
}
void D3D12GSRender::OnInit()
{
}
void D3D12GSRender::OnInitThread()
{
}
void D3D12GSRender::OnExitThread()
{
}
void D3D12GSRender::OnReset()
{
}
void D3D12GSRender::ExecCMD(u32 cmd)
{
}
void D3D12GSRender::ExecCMD()
{
ID3D12CommandAllocator *commandAllocator;
m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&commandAllocator));
ID3D12CommandList *commandList;
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, commandAllocator, nullptr, IID_PPV_ARGS(&commandList));
//return;
/* if (!LoadProgram())
{
LOG_ERROR(RSX, "LoadProgram failed.");
Emu.Pause();
return;
}
InitDrawBuffers();
if (m_set_color_mask)
{
glColorMask(m_color_mask_r, m_color_mask_g, m_color_mask_b, m_color_mask_a);
checkForGlError("glColorMask");
}
if (!m_indexed_array.m_count && !m_draw_array_count)
{
u32 min_vertex_size = ~0;
for (auto &i : m_vertex_data)
{
if (!i.size)
continue;
u32 vertex_size = i.data.size() / (i.size * i.GetTypeSize());
if (min_vertex_size > vertex_size)
min_vertex_size = vertex_size;
}
m_draw_array_count = min_vertex_size;
m_draw_array_first = 0;
}
Enable(m_set_depth_test, GL_DEPTH_TEST);
Enable(m_set_alpha_test, GL_ALPHA_TEST);
Enable(m_set_blend || m_set_blend_mrt1 || m_set_blend_mrt2 || m_set_blend_mrt3, GL_BLEND);
Enable(m_set_scissor_horizontal && m_set_scissor_vertical, GL_SCISSOR_TEST);
Enable(m_set_logic_op, GL_LOGIC_OP);
Enable(m_set_cull_face, GL_CULL_FACE);
Enable(m_set_dither, GL_DITHER);
Enable(m_set_stencil_test, GL_STENCIL_TEST);
Enable(m_set_line_smooth, GL_LINE_SMOOTH);
Enable(m_set_poly_smooth, GL_POLYGON_SMOOTH);
Enable(m_set_point_sprite_control, GL_POINT_SPRITE);
Enable(m_set_specular, GL_LIGHTING);
Enable(m_set_poly_offset_fill, GL_POLYGON_OFFSET_FILL);
Enable(m_set_poly_offset_line, GL_POLYGON_OFFSET_LINE);
Enable(m_set_poly_offset_point, GL_POLYGON_OFFSET_POINT);
Enable(m_set_restart_index, GL_PRIMITIVE_RESTART);
Enable(m_set_line_stipple, GL_LINE_STIPPLE);
Enable(m_set_polygon_stipple, GL_POLYGON_STIPPLE);
if (!is_intel_vendor)
{
Enable(m_set_depth_bounds_test, GL_DEPTH_BOUNDS_TEST_EXT);
}
if (m_set_clip_plane)
{
Enable(m_clip_plane_0, GL_CLIP_PLANE0);
Enable(m_clip_plane_1, GL_CLIP_PLANE1);
Enable(m_clip_plane_2, GL_CLIP_PLANE2);
Enable(m_clip_plane_3, GL_CLIP_PLANE3);
Enable(m_clip_plane_4, GL_CLIP_PLANE4);
Enable(m_clip_plane_5, GL_CLIP_PLANE5);
checkForGlError("m_set_clip_plane");
}
checkForGlError("glEnable");
if (m_set_front_polygon_mode)
{
glPolygonMode(GL_FRONT, m_front_polygon_mode);
checkForGlError("glPolygonMode(Front)");
}
if (m_set_back_polygon_mode)
{
glPolygonMode(GL_BACK, m_back_polygon_mode);
checkForGlError("glPolygonMode(Back)");
}
if (m_set_point_size)
{
glPointSize(m_point_size);
checkForGlError("glPointSize");
}
if (m_set_poly_offset_mode)
{
glPolygonOffset(m_poly_offset_scale_factor, m_poly_offset_bias);
checkForGlError("glPolygonOffset");
}
if (m_set_logic_op)
{
glLogicOp(m_logic_op);
checkForGlError("glLogicOp");
}
if (m_set_scissor_horizontal && m_set_scissor_vertical)
{
glScissor(m_scissor_x, m_scissor_y, m_scissor_w, m_scissor_h);
checkForGlError("glScissor");
}
if (m_set_two_sided_stencil_test_enable)
{
if (m_set_stencil_fail && m_set_stencil_zfail && m_set_stencil_zpass)
{
glStencilOpSeparate(GL_FRONT, m_stencil_fail, m_stencil_zfail, m_stencil_zpass);
checkForGlError("glStencilOpSeparate");
}
if (m_set_stencil_mask)
{
glStencilMaskSeparate(GL_FRONT, m_stencil_mask);
checkForGlError("glStencilMaskSeparate");
}
if (m_set_stencil_func && m_set_stencil_func_ref && m_set_stencil_func_mask)
{
glStencilFuncSeparate(GL_FRONT, m_stencil_func, m_stencil_func_ref, m_stencil_func_mask);
checkForGlError("glStencilFuncSeparate");
}
if (m_set_back_stencil_fail && m_set_back_stencil_zfail && m_set_back_stencil_zpass)
{
glStencilOpSeparate(GL_BACK, m_back_stencil_fail, m_back_stencil_zfail, m_back_stencil_zpass);
checkForGlError("glStencilOpSeparate(GL_BACK)");
}
if (m_set_back_stencil_mask)
{
glStencilMaskSeparate(GL_BACK, m_back_stencil_mask);
checkForGlError("glStencilMaskSeparate(GL_BACK)");
}
if (m_set_back_stencil_func && m_set_back_stencil_func_ref && m_set_back_stencil_func_mask)
{
glStencilFuncSeparate(GL_BACK, m_back_stencil_func, m_back_stencil_func_ref, m_back_stencil_func_mask);
checkForGlError("glStencilFuncSeparate(GL_BACK)");
}
}
else
{
if (m_set_stencil_fail && m_set_stencil_zfail && m_set_stencil_zpass)
{
glStencilOp(m_stencil_fail, m_stencil_zfail, m_stencil_zpass);
checkForGlError("glStencilOp");
}
if (m_set_stencil_mask)
{
glStencilMask(m_stencil_mask);
checkForGlError("glStencilMask");
}
if (m_set_stencil_func && m_set_stencil_func_ref && m_set_stencil_func_mask)
{
glStencilFunc(m_stencil_func, m_stencil_func_ref, m_stencil_func_mask);
checkForGlError("glStencilFunc");
}
}
// TODO: Use other glLightModel functions?
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, m_set_two_side_light_enable ? GL_TRUE : GL_FALSE);
checkForGlError("glLightModeli");
if (m_set_shade_mode)
{
glShadeModel(m_shade_mode);
checkForGlError("glShadeModel");
}
if (m_set_depth_mask)
{
glDepthMask(m_depth_mask);
checkForGlError("glDepthMask");
}
if (m_set_depth_func)
{
glDepthFunc(m_depth_func);
checkForGlError("glDepthFunc");
}
if (m_set_depth_bounds && !is_intel_vendor)
{
glDepthBoundsEXT(m_depth_bounds_min, m_depth_bounds_max);
checkForGlError("glDepthBounds");
}
if (m_set_clip)
{
glDepthRangef(m_clip_min, m_clip_max);
checkForGlError("glDepthRangef");
}
if (m_set_line_width)
{
glLineWidth(m_line_width);
checkForGlError("glLineWidth");
}
if (m_set_line_stipple)
{
glLineStipple(m_line_stipple_factor, m_line_stipple_pattern);
checkForGlError("glLineStipple");
}
if (m_set_polygon_stipple)
{
glPolygonStipple((const GLubyte*)m_polygon_stipple_pattern);
checkForGlError("glPolygonStipple");
}
if (m_set_blend_equation)
{
glBlendEquationSeparate(m_blend_equation_rgb, m_blend_equation_alpha);
checkForGlError("glBlendEquationSeparate");
}
if (m_set_blend_sfactor && m_set_blend_dfactor)
{
glBlendFuncSeparate(m_blend_sfactor_rgb, m_blend_dfactor_rgb, m_blend_sfactor_alpha, m_blend_dfactor_alpha);
checkForGlError("glBlendFuncSeparate");
}
if (m_set_blend_color)
{
glBlendColor(m_blend_color_r, m_blend_color_g, m_blend_color_b, m_blend_color_a);
checkForGlError("glBlendColor");
}
if (m_set_cull_face)
{
glCullFace(m_cull_face);
checkForGlError("glCullFace");
}
if (m_set_front_face)
{
glFrontFace(m_front_face);
checkForGlError("glFrontFace");
}
if (m_set_alpha_func && m_set_alpha_ref)
{
glAlphaFunc(m_alpha_func, m_alpha_ref);
checkForGlError("glAlphaFunc");
}
if (m_set_fog_mode)
{
glFogi(GL_FOG_MODE, m_fog_mode);
checkForGlError("glFogi(GL_FOG_MODE)");
}
if (m_set_fog_params)
{
glFogf(GL_FOG_START, m_fog_param0);
checkForGlError("glFogf(GL_FOG_START)");
glFogf(GL_FOG_END, m_fog_param1);
checkForGlError("glFogf(GL_FOG_END)");
}
if (m_set_restart_index)
{
glPrimitiveRestartIndex(m_restart_index);
checkForGlError("glPrimitiveRestartIndex");
}
if (m_indexed_array.m_count && m_draw_array_count)
{
LOG_WARNING(RSX, "m_indexed_array.m_count && draw_array_count");
}
for (u32 i = 0; i < m_textures_count; ++i)
{
if (!m_textures[i].IsEnabled()) continue;
glActiveTexture(GL_TEXTURE0 + i);
checkForGlError("glActiveTexture");
m_gl_textures[i].Create();
m_gl_textures[i].Bind();
checkForGlError(fmt::Format("m_gl_textures[%d].Bind", i));
m_program.SetTex(i);
m_gl_textures[i].Init(m_textures[i]);
checkForGlError(fmt::Format("m_gl_textures[%d].Init", i));
}
for (u32 i = 0; i < m_textures_count; ++i)
{
if (!m_vertex_textures[i].IsEnabled()) continue;
glActiveTexture(GL_TEXTURE0 + m_textures_count + i);
checkForGlError("glActiveTexture");
m_gl_vertex_textures[i].Create();
m_gl_vertex_textures[i].Bind();
checkForGlError(fmt::Format("m_gl_vertex_textures[%d].Bind", i));
m_program.SetVTex(i);
m_gl_vertex_textures[i].Init(m_vertex_textures[i]);
checkForGlError(fmt::Format("m_gl_vertex_textures[%d].Init", i));
}
m_vao.Bind();
if (m_indexed_array.m_count)
{
LoadVertexData(m_indexed_array.index_min, m_indexed_array.index_max - m_indexed_array.index_min + 1);
}
if (m_indexed_array.m_count || m_draw_array_count)
{
EnableVertexData(m_indexed_array.m_count ? true : false);
InitVertexData();
InitFragmentData();
}
if (m_indexed_array.m_count)
{
switch (m_indexed_array.m_type)
{
case CELL_GCM_DRAW_INDEX_ARRAY_TYPE_32:
glDrawElements(m_draw_mode - 1, m_indexed_array.m_count, GL_UNSIGNED_INT, nullptr);
checkForGlError("glDrawElements #4");
break;
case CELL_GCM_DRAW_INDEX_ARRAY_TYPE_16:
glDrawElements(m_draw_mode - 1, m_indexed_array.m_count, GL_UNSIGNED_SHORT, nullptr);
checkForGlError("glDrawElements #2");
break;
default:
LOG_ERROR(RSX, "Bad indexed array type (%d)", m_indexed_array.m_type);
break;
}
DisableVertexData();
m_indexed_array.Reset();
}
if (m_draw_array_count)
{
//LOG_WARNING(RSX,"glDrawArrays(%d,%d,%d)", m_draw_mode - 1, m_draw_array_first, m_draw_array_count);
glDrawArrays(m_draw_mode - 1, 0, m_draw_array_count);
checkForGlError("glDrawArrays");
DisableVertexData();
}
WriteBuffers();*/
}
void D3D12GSRender::Flip()
{
}

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@ -0,0 +1,88 @@
#pragma once
#ifdef _WIN32
#include <d3d12.h>
#include "rpcs3/Ini.h"
#include "Utilities/rPlatform.h" // only for rImage
#include "Utilities/File.h"
#include "Utilities/Log.h"
#include "Emu/Memory/Memory.h"
#include "Emu/System.h"
#include "Emu/RSX/GSRender.h"
#include "D3D12RenderTargetSets.h"
#pragma comment (lib, "d3d12.lib")
#pragma comment (lib, "dxgi.lib")
#pragma comment (lib, "d3dcompiler.lib")
class D3D12GSRender //TODO: find out why this used to inherit from wxWindow
: //public wxWindow
/*,*/ public GSRender
{
private:
// std::vector<u8> m_vdata;
// std::vector<PostDrawObj> m_post_draw_objs;
// GLProgram m_program;
int m_fp_buf_num;
int m_vp_buf_num;
// GLProgramBuffer m_prog_buffer;
// GLFragmentProgram m_fragment_prog;
// GLVertexProgram m_vertex_prog;
// GLTexture m_gl_textures[m_textures_count];
// GLTexture m_gl_vertex_textures[m_textures_count];
// GLvao m_vao;
// GLvbo m_vbo;
// GLrbo m_rbo;
D3D12RenderTargetSets m_fbo;
ID3D12Device* m_device;
ID3D12CommandQueue *m_commandQueueCopy;
ID3D12CommandQueue *m_commandQueueGraphic;
void* m_context;
public:
// GSFrameBase* m_frame;
u32 m_draw_frames;
u32 m_skip_frames;
D3D12GSRender();
virtual ~D3D12GSRender();
private:
virtual void Close() override;
/* void EnableVertexData(bool indexed_draw = false);
void DisableVertexData();
void InitVertexData();
void InitFragmentData();
void Enable(bool enable, const u32 cap);
bool LoadProgram();
void WriteBuffers();
void WriteDepthBuffer();
void WriteColorBuffers();
void WriteColorBufferA();
void WriteColorBufferB();
void WriteColorBufferC();
void WriteColorBufferD();
void DrawObjects();*/
void InitDrawBuffers();
protected:
virtual void OnInit() override;
virtual void OnInitThread() override;
virtual void OnExitThread() override;
virtual void OnReset() override;
virtual void ExecCMD(u32 cmd) override;
virtual void ExecCMD() override;
virtual void Flip() override;
};
#endif

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@ -0,0 +1,11 @@
#pragma once
class D3D12RenderTargetSets
{
public:
bool IsCreated()
{
return false;
}
};

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@ -7,6 +7,9 @@
#include "GSManager.h"
#include "Null/NullGSRender.h"
#include "GL/GLGSRender.h"
#ifdef WIN32
#include "D3D12/D3D12GSRender.h"
#endif
void GSInfo::Init()
{
@ -34,6 +37,9 @@ void GSManager::Init()
default:
case 0: m_render = new NullGSRender(); break;
case 1: m_render = new GLGSRender(); break;
#ifdef WIN32
case 2: m_render = new D3D12GSRender(); break;
#endif
}
//m_render->Init(GetInfo().outresolution.width, GetInfo().outresolution.height);
}

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@ -474,7 +474,9 @@ void MainFrame::Config(wxCommandEvent& WXUNUSED(event))
cbox_gs_render->Append("Null");
cbox_gs_render->Append("OpenGL");
//cbox_gs_render->Append("Software");
#ifdef WIN32
cbox_gs_render->Append("D3D12");
#endif
for(int i = 1; i < WXSIZEOF(ResolutionTable); ++i)
{

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@ -41,6 +41,7 @@
<ClCompile Include="Emu\RSX\Common\FragmentProgramDecompiler.cpp" />
<ClCompile Include="Emu\RSX\Common\ShaderParam.cpp" />
<ClCompile Include="Emu\RSX\Common\VertexProgramDecompiler.cpp" />
<ClCompile Include="Emu\RSX\D3D12\D3D12GSRender.cpp" />
<ClCompile Include="Emu\RSX\GL\GLCommonDecompiler.cpp" />
<ClCompile Include="Emu\SysCalls\lv2\sys_dbg.cpp" />
<ClCompile Include="Emu\SysCalls\lv2\sys_fs.cpp" />
@ -498,6 +499,8 @@
<ClInclude Include="Emu\RSX\Common\ProgramStateCache.h" />
<ClInclude Include="Emu\RSX\Common\ShaderParam.h" />
<ClInclude Include="Emu\RSX\Common\VertexProgramDecompiler.h" />
<ClInclude Include="Emu\RSX\D3D12\D3D12GSRender.h" />
<ClInclude Include="Emu\RSX\D3D12\D3D12RenderTargetSets.h" />
<ClInclude Include="Emu\RSX\GCM.h" />
<ClInclude Include="Emu\RSX\GL\GLBuffers.h" />
<ClInclude Include="Emu\RSX\GL\GLCommonDecompiler.h" />
@ -719,7 +722,7 @@
<Optimization>Disabled</Optimization>
<SDLCheck>false</SDLCheck>
<PrecompiledHeader>Use</PrecompiledHeader>
<PreprocessorDefinitions>_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_UNICODE;UNICODE;%(PreprocessorDefinitions);DX12_SUPPORT</PreprocessorDefinitions>
<PrecompiledHeaderFile>stdafx.h</PrecompiledHeaderFile>
<ExceptionHandling>Async</ExceptionHandling>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
@ -758,7 +761,7 @@
<Optimization>Disabled</Optimization>
<SDLCheck>false</SDLCheck>
<PrecompiledHeader>Use</PrecompiledHeader>
<PreprocessorDefinitions>_UNICODE;UNICODE;MSVC_CRT_MEMLEAK_DETECTION;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_UNICODE;UNICODE;MSVC_CRT_MEMLEAK_DETECTION;%(PreprocessorDefinitions);DX12_SUPPORT</PreprocessorDefinitions>
<PrecompiledHeaderFile>stdafx.h</PrecompiledHeaderFile>
<ExceptionHandling>Async</ExceptionHandling>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
@ -782,6 +785,7 @@
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<AdditionalIncludeDirectories>
</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_UNICODE;UNICODE;%(PreprocessorDefinitions);DX12_SUPPORT</PreprocessorDefinitions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -799,7 +803,7 @@
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>stdafx.h</PrecompiledHeaderFile>
<ExceptionHandling>Async</ExceptionHandling>
<PreprocessorDefinitions>LLVM_AVAILABLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>LLVM_AVAILABLE;%(PreprocessorDefinitions);DX12_SUPPORT</PreprocessorDefinitions>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<AdditionalIncludeDirectories>
</AdditionalIncludeDirectories>
@ -817,4 +821,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>

View File

@ -90,6 +90,9 @@
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<UniqueIdentifier>{2a8841dc-bce0-41bb-9fcb-5bf1f8dda213}</UniqueIdentifier>
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<Filter Include="Emu\GPU\RSX\D3D12">
<UniqueIdentifier>{25818cb6-10d5-4ae3-8c5e-9dd79c306e53}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Crypto\aes.cpp">
@ -965,6 +968,9 @@
<ClCompile Include="Emu\SysCalls\Modules\sys_spu_.cpp">
<Filter>Emu\SysCalls\Modules</Filter>
</ClCompile>
<ClCompile Include="Emu\RSX\D3D12\D3D12GSRender.cpp">
<Filter>Emu\GPU\RSX\D3D12</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="Crypto\aes.h">
@ -1828,5 +1834,11 @@
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<Filter>Emu\SysCalls\Modules</Filter>
</ClInclude>
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<Filter>Emu\GPU\RSX\D3D12</Filter>
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<ClInclude Include="Emu\RSX\D3D12\D3D12RenderTargetSets.h">
<Filter>Emu\GPU\RSX\D3D12</Filter>
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