Merge branch 'master' into vulkan
This commit is contained in:
@@ -156,7 +156,7 @@ void* D3D12PrimitiveProcessor::RequestHostConvertedIndexBufferForCurrentFrame(
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(coalign_for_simd ? XE_GPU_PRIMITIVE_PROCESSOR_SIMD_SIZE : 0),
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index_size, nullptr, nullptr, &gpu_address);
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if (!mapping) {
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return false;
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return nullptr;
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}
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if (coalign_for_simd) {
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ptrdiff_t coalignment_offset =
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@@ -70,12 +70,11 @@ class PipelineCache {
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// Retrieves the shader modification for the current state. The shader must
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// have microcode analyzed.
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DxbcShaderTranslator::Modification
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PipelineCache::GetCurrentVertexShaderModification(
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DxbcShaderTranslator::Modification GetCurrentVertexShaderModification(
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const Shader& shader,
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Shader::HostVertexShaderType host_vertex_shader_type) const;
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DxbcShaderTranslator::Modification
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PipelineCache::GetCurrentPixelShaderModification(const Shader& shader) const;
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DxbcShaderTranslator::Modification GetCurrentPixelShaderModification(
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const Shader& shader) const;
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// If draw_util::IsRasterizationPotentiallyDone is false, the pixel shader
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// MUST be made nullptr BEFORE calling this!
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@@ -2,7 +2,7 @@
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2020 Ben Vanik. All rights reserved. *
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* Copyright 2021 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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@@ -19,13 +19,6 @@
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#include "xenia/gpu/xenos.h"
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#include "xenia/memory.h"
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namespace xe {
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namespace ui {
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class Loop;
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class Window;
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} // namespace ui
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} // namespace xe
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namespace xe {
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namespace gpu {
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