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d3d12: Vertex element are not interleaved.
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@ -90,16 +90,11 @@ std::vector<D3D12_INPUT_ELEMENT_DESC> getIALayout(ID3D12Device *device, bool ind
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u32 offset_list[g_vertexCount];
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u32 cur_offset = 0;
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const u32 data_offset = indexedDraw ? 0 : 1;// m_draw_array_first;
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for (u32 i = 0; i < g_vertexCount; ++i)
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{
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offset_list[i] = cur_offset;
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if (!vertexData[i].IsEnabled()) continue;
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const size_t item_size = vertexData[i].GetTypeSize() * vertexData[i].size;
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const size_t data_size = vertexData[i].data.size() - data_offset * item_size;
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cur_offset += data_size;
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offset_list[i] = item_size;
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}
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#if DUMP_VERTEX_DATA
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@ -215,9 +210,8 @@ std::vector<D3D12_INPUT_ELEMENT_DESC> getIALayout(ID3D12Device *device, bool ind
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{
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IAElement.SemanticName = "TEXCOORD";
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IAElement.SemanticIndex = i;
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IAElement.InputSlot = i;
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IAElement.Format = getFormat(vertexData[i].type - 1, vertexData[i].size);
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IAElement.AlignedByteOffset = offset_list[i];
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}
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result.push_back(IAElement);
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}
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@ -20,6 +20,7 @@ static void check(HRESULT hr)
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D3D12GSRender::D3D12GSRender()
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: GSRender(), m_fbo(nullptr), m_PSO(nullptr)
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{
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memset(vertexBufferSize, 0, sizeof(vertexBufferSize));
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// Enable d3d debug layer
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Microsoft::WRL::ComPtr<ID3D12Debug> debugInterface;
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D3D12GetDebugInterface(IID_PPV_ARGS(&debugInterface));
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@ -69,6 +70,31 @@ D3D12GSRender::D3D12GSRender()
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m_device->CreateRenderTargetView(m_backBuffer[0], &rttDesc, m_backbufferAsRendertarget[0]->GetCPUDescriptorHandleForHeapStart());
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m_device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&m_backbufferAsRendertarget[1]));
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m_device->CreateRenderTargetView(m_backBuffer[1], &rttDesc, m_backbufferAsRendertarget[1]->GetCPUDescriptorHandleForHeapStart());
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// Create global vertex buffers (1 MB, hopefully big enough...)
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D3D12_HEAP_PROPERTIES heapProp = {};
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heapProp.Type = D3D12_HEAP_TYPE_UPLOAD;
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D3D12_RESOURCE_DESC resDesc = {};
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resDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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resDesc.Width = (UINT)1024 * 1024;
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resDesc.Height = 1;
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resDesc.DepthOrArraySize = 1;
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resDesc.SampleDesc.Count = 1;
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resDesc.MipLevels = 1;
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resDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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for (unsigned i = 0; i < m_vertex_count; i++)
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{
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check(m_device->CreateCommittedResource(
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&heapProp,
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D3D12_HEAP_FLAG_NONE,
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&resDesc,
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D3D12_RESOURCE_STATE_GENERIC_READ,
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nullptr,
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IID_PPV_ARGS(&m_vertexBuffer[i])
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));
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}
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}
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D3D12GSRender::~D3D12GSRender()
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@ -197,57 +223,27 @@ void D3D12GSRender::ExecCMD(u32 cmd)
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void D3D12GSRender::EnableVertexData(bool indexed_draw)
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{
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m_IASet = getIALayout(m_device, indexed_draw, m_vertex_data);
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static u32 offset_list[m_vertex_count];
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u32 cur_offset = 0;
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const u32 data_offset = indexed_draw ? 0 : m_draw_array_first;
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for (u32 i = 0; i < m_vertex_count; ++i)
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{
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offset_list[i] = cur_offset;
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if (!m_vertex_data[i].IsEnabled()) continue;
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const size_t item_size = m_vertex_data[i].GetTypeSize() * m_vertex_data[i].size;
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const size_t data_size = m_vertex_data[i].data.size() - data_offset * item_size;
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const u32 pos = m_vdata.size();
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cur_offset += data_size;
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m_vdata.resize(m_vdata.size() + data_size);
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memcpy(&m_vdata[pos], &m_vertex_data[i].data[data_offset * item_size], data_size);
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// TODO: Use default heap and upload data
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void *bufferMap;
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check(m_vertexBuffer[i]->Map(0, nullptr, (void**)&bufferMap));
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memcpy((char*)bufferMap + data_offset * item_size, &m_vertex_data[i].data[data_offset * item_size], data_size);
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m_vertexBuffer[i]->Unmap(0, nullptr);
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size_t newOffset = (data_offset + data_size) * item_size;
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vertexBufferSize[i] = newOffset > vertexBufferSize[i] ? newOffset : vertexBufferSize[i];
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}
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// TODO: Use default heap and upload data
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D3D12_HEAP_PROPERTIES heapProp = {};
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heapProp.Type = D3D12_HEAP_TYPE_UPLOAD;
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D3D12_RESOURCE_DESC resDesc = {};
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resDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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resDesc.Width = (UINT)m_vdata.size();
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resDesc.Height = 1;
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resDesc.DepthOrArraySize = 1;
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resDesc.SampleDesc.Count = 1;
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resDesc.MipLevels = 1;
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resDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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check(m_device->CreateCommittedResource(
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&heapProp,
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D3D12_HEAP_FLAG_NONE,
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&resDesc,
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D3D12_RESOURCE_STATE_GENERIC_READ,
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nullptr,
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IID_PPV_ARGS(&m_vertexBuffer)
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));
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void *bufferMap;
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check(m_vertexBuffer->Map(0, nullptr, (void**)&bufferMap));
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memcpy(bufferMap, m_vdata.data(), m_vdata.size());
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m_vertexBuffer->Unmap(0, nullptr);
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m_vertexBufferView = {};
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m_vertexBufferView.BufferLocation = m_vertexBuffer->GetGPUVirtualAddress();
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m_vertexBufferView.SizeInBytes = (UINT)m_vdata.size();
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m_vertexBufferView.StrideInBytes = (UINT)cur_offset;
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if (indexed_draw)
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{
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D3D12_RESOURCE_DESC resDesc = {};
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/* D3D12_RESOURCE_DESC resDesc = {};
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resDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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resDesc.Width = (UINT)m_indexed_array.m_data.size();
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resDesc.Height = 1;
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@ -270,7 +266,7 @@ void D3D12GSRender::EnableVertexData(bool indexed_draw)
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D3D12_INDEX_BUFFER_VIEW indexBufferView = {};
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indexBufferView.SizeInBytes = (UINT)m_indexed_array.m_data.size();
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indexBufferView.BufferLocation = m_indexBuffer->GetGPUVirtualAddress();
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indexBufferView.BufferLocation = m_indexBuffer->GetGPUVirtualAddress();*/
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}
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}
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@ -309,7 +305,21 @@ void D3D12GSRender::ExecCMD()
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if (m_indexed_array.m_count || m_draw_array_count)
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{
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EnableVertexData(m_indexed_array.m_count ? true : false);
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commandList->IASetVertexBuffers(0, 1, &m_vertexBufferView);
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std::vector<D3D12_VERTEX_BUFFER_VIEW> vertexBufferViews;
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for (u32 i = 0; i < m_vertex_count; ++i)
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{
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if (!m_vertex_data[i].IsEnabled()) continue;
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const size_t item_size = m_vertex_data[i].GetTypeSize() * m_vertex_data[i].size;
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D3D12_VERTEX_BUFFER_VIEW vertexBufferView = {};
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vertexBufferView.BufferLocation = m_vertexBuffer[i]->GetGPUVirtualAddress();
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vertexBufferView.SizeInBytes = (UINT)vertexBufferSize[i];
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vertexBufferView.StrideInBytes = (UINT)item_size;
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vertexBufferViews.push_back(vertexBufferView);
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assert((m_draw_array_first + m_draw_array_count) * item_size <= vertexBufferSize[i]);
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}
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commandList->IASetVertexBuffers(0, vertexBufferViews.size(), vertexBufferViews.data());
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// InitVertexData();
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// InitFragmentData();
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}
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@ -390,7 +400,7 @@ void D3D12GSRender::ExecCMD()
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if (m_draw_array_count)
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{
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//LOG_WARNING(RSX,"glDrawArrays(%d,%d,%d)", m_draw_mode - 1, m_draw_array_first, m_draw_array_count);
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commandList->DrawInstanced(m_draw_array_first, 1, m_draw_array_count, 0);
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commandList->DrawInstanced(m_draw_array_count, 1, m_draw_array_first, 0);
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}
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check(commandList->Close());
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m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&commandList);
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@ -748,5 +758,6 @@ void D3D12GSRender::Flip()
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for (ID3D12GraphicsCommandList *gfxCommandList : m_inflightCommandList)
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gfxCommandList->Release();
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m_inflightCommandList.clear();
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memset(vertexBufferSize, 0, sizeof(vertexBufferSize));
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}
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#endif
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@ -43,6 +43,7 @@ void SetGetD3DGSFrameCallback(GetGSFrameCb2 value);
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class D3D12GSRender : public GSRender
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{
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private:
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u32 vertexBufferSize[32];
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std::vector<u8> m_vdata;
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// std::vector<PostDrawObj> m_post_draw_objs;
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@ -52,8 +53,7 @@ private:
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// GLTexture m_gl_textures[m_textures_count];
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// GLTexture m_gl_vertex_textures[m_textures_count];
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D3D12_VERTEX_BUFFER_VIEW m_vertexBufferView;
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ID3D12Resource *m_indexBuffer, *m_vertexBuffer;
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ID3D12Resource *m_indexBuffer, *m_vertexBuffer[m_vertex_count];
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std::vector<D3D12_INPUT_ELEMENT_DESC> m_IASet;
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D3D12RenderTargetSets *m_fbo;
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ID3D12Device* m_device;
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@ -250,7 +250,7 @@ void Shader::Compile(SHADER_TYPE st)
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"[RootSignature(RS)]\n"
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"float4 main(float4 pos : TEXCOORD0) : SV_POSITION\n"
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"{\n"
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" return pos;\n"
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" return float4(pos.x, pos.y, 0., 1.);\n"
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"}";
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static const char FSstring[] =
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"#define RS \"RootFlags( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT)\"\n"
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