[GPU] Move all xenos.h to gpu::xenos, disambiguate Dimension/TextureDimension
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@@ -158,7 +158,7 @@ class D3D12CommandProcessor : public CommandProcessor {
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// Sets the current SSAA sample positions, needs to be done before setting
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// render targets or copying to depth render targets.
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void SetSamplePositions(MsaaSamples sample_positions);
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void SetSamplePositions(xenos::MsaaSamples sample_positions);
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// Returns a pipeline state object with deferred creation by its handle. May
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// return nullptr if failed to create the pipeline state object.
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@@ -206,11 +206,11 @@ class D3D12CommandProcessor : public CommandProcessor {
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void OnPrimaryBufferEnd() override;
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Shader* LoadShader(ShaderType shader_type, uint32_t guest_address,
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Shader* LoadShader(xenos::ShaderType shader_type, uint32_t guest_address,
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const uint32_t* host_address,
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uint32_t dword_count) override;
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bool IssueDraw(PrimitiveType primitive_type, uint32_t index_count,
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bool IssueDraw(xenos::PrimitiveType primitive_type, uint32_t index_count,
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IndexBufferInfo* index_buffer_info,
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bool major_mode_explicit) override;
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bool IssueCopy() override;
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@@ -336,7 +336,7 @@ class D3D12CommandProcessor : public CommandProcessor {
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void UpdateFixedFunctionState(bool primitive_two_faced);
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void UpdateSystemConstantValues(
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bool shared_memory_is_uav, bool primitive_two_faced,
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uint32_t line_loop_closing_index, Endian index_endian,
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uint32_t line_loop_closing_index, xenos::Endian index_endian,
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uint32_t used_texture_mask, bool early_z, uint32_t color_mask,
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const RenderTargetCache::PipelineRenderTarget render_targets[4]);
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bool UpdateBindings(const D3D12Shader* vertex_shader,
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@@ -348,7 +348,7 @@ class D3D12CommandProcessor : public CommandProcessor {
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// for instance).
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// TODO(Triang3l): Check if any game uses memexport with formats smaller than
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// 32 bits per element.
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static uint32_t GetSupportedMemExportFormatSize(ColorFormat format);
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static uint32_t GetSupportedMemExportFormatSize(xenos::ColorFormat format);
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// Returns a buffer for reading GPU data back to the CPU. Assuming
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// synchronizing immediately after use. Always in COPY_DEST state.
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@@ -524,7 +524,7 @@ class D3D12CommandProcessor : public CommandProcessor {
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bool ff_stencil_ref_update_needed_;
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// Current SSAA sample positions (to be updated by the render target cache).
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MsaaSamples current_sample_positions_;
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xenos::MsaaSamples current_sample_positions_;
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// Currently bound pipeline, either a graphics pipeline from the pipeline
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// cache (with potentially deferred creation - current_external_pipeline_ is
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