[D3D12] Optional non-GS path for quads for PIX
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@@ -32,6 +32,8 @@ class D3D12CommandProcessor;
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// - Line loops (only indexed ones - non-indexed are better handled in vertex
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// shaders, otherwise a whole index buffer would have to be created for every
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// vertex count value).
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// - Quad lists (for debugging since geometry shaders break PIX - as an
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// alternative to the geometry shader).
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class PrimitiveConverter {
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public:
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PrimitiveConverter(D3D12CommandProcessor* command_processor,
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@@ -111,8 +113,12 @@ class PrimitiveConverter {
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static constexpr uint32_t kStaticIBTriangleFanOffset = 0;
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static constexpr uint32_t kStaticIBTriangleFanCount =
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(kMaxNonIndexedVertices - 2) * 3;
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static constexpr uint32_t kStaticIBTotalCount =
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static constexpr uint32_t kStaticIBQuadOffset =
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kStaticIBTriangleFanOffset + kStaticIBTriangleFanCount;
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static constexpr uint32_t kStaticIBQuadCount =
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(kMaxNonIndexedVertices >> 2) * 6;
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static constexpr uint32_t kStaticIBTotalCount =
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kStaticIBQuadOffset + kStaticIBQuadCount;
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// Not identifying the index buffer uniquely - reset index must also be
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// checked if reset is enabled.
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@@ -123,7 +129,7 @@ class PrimitiveConverter {
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PrimitiveType source_type : 6; // 38
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IndexFormat format : 1; // 39
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uint32_t count : 16; // 55
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uint32_t reset : 1; // 56;
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uint32_t reset : 1; // 56
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};
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// Clearing the unused bits.
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