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								// Copyright 2010 Dolphin Emulator Project
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								// Licensed under GPLv2+
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								// Refer to the license.txt file included.
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								#define USE_D3D12_QUEUED_COMMAND_LISTS
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								// D3D12TODO: Support this from Graphics Settings, not require a recompile to enable.
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								//#define USE_D3D12_DEBUG_LAYER
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								#pragma once
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								#include <d3d12.h>
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								#include <d3dcompiler.h>
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								#include <dxgi1_4.h>
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								#include <memory>
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								#include <vector>
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								#include "../../Externals/d3dx12/d3dx12.h"
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								#include "Common/Common.h"
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								#include "Common/CommonTypes.h"
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								#include "Common/MsgHandler.h"
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								namespace DX12
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								{
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								#define SAFE_RELEASE(x)                                                                            \
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								  {                                                                                                \
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								    if (x)                                                                                         \
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								      (x)->Release();                                                                              \
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								    (x) = nullptr;                                                                                 \
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								  }
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								#define CHECK(cond, Message, ...)                                                                  \
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								  if (!(cond))                                                                                     \
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								  {                                                                                                \
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								    __debugbreak();                                                                                \
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								    PanicAlert(__FUNCTION__ " failed in %s at line %d: " Message, __FILE__, __LINE__,              \
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								               __VA_ARGS__);                                                                       \
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								  }
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								// DEBUGCHECK is for high-frequency functions that we only want to check on debug builds.
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								#if defined(_DEBUG) || defined(DEBUGFAST)
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								#define DEBUGCHECK(cond, Message, ...)                                                             \
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								  if (!(cond))                                                                                     \
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								  {                                                                                                \
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								    PanicAlert(__FUNCTION__ " failed in %s at line %d: " Message, __FILE__, __LINE__,              \
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								               __VA_ARGS__);                                                                       \
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								  }
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								#else
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								#define DEBUGCHECK(cond, Message, ...)
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								#endif
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								inline void CheckHR(HRESULT hr)
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								{
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								  CHECK(SUCCEEDED(hr), "Failed HRESULT.");
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								}
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								class D3DCommandListManager;
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								class D3DDescriptorHeapManager;
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								class D3DTexture2D;
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								enum GRAPHICS_ROOT_PARAMETER : u32
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								{
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								  DESCRIPTOR_TABLE_PS_SRV,
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								  DESCRIPTOR_TABLE_PS_SAMPLER,
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								  DESCRIPTOR_TABLE_GS_CBV,
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								  DESCRIPTOR_TABLE_VS_CBV,
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								  DESCRIPTOR_TABLE_PS_CBVONE,
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								  DESCRIPTOR_TABLE_PS_CBVTWO,
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								  DESCRIPTOR_TABLE_PS_UAV,
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								  NUM_GRAPHICS_ROOT_PARAMETERS
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								};
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								namespace D3D
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								{
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								HRESULT LoadDXGI();
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								HRESULT LoadD3D();
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								HRESULT LoadD3DCompiler();
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								void UnloadDXGI();
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								void UnloadD3D();
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								void UnloadD3DCompiler();
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								std::vector<DXGI_SAMPLE_DESC> EnumAAModes(ID3D12Device* device);
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								HRESULT Create(HWND wnd);
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								void CreateDescriptorHeaps();
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								void CreateRootSignatures();
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								void WaitForOutstandingRenderingToComplete();
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								void Close();
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								extern ID3D12Device* device12;
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								extern unsigned int resource_descriptor_size;
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								extern unsigned int sampler_descriptor_size;
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								extern std::unique_ptr<D3DDescriptorHeapManager> gpu_descriptor_heap_mgr;
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								extern std::unique_ptr<D3DDescriptorHeapManager> sampler_descriptor_heap_mgr;
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								extern std::unique_ptr<D3DDescriptorHeapManager> dsv_descriptor_heap_mgr;
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								extern std::unique_ptr<D3DDescriptorHeapManager> rtv_descriptor_heap_mgr;
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								extern std::array<ID3D12DescriptorHeap*, 2> gpu_descriptor_heaps;
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								extern D3D12_CPU_DESCRIPTOR_HANDLE null_srv_cpu;
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								extern D3D12_CPU_DESCRIPTOR_HANDLE null_srv_cpu_shadow;
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								extern std::unique_ptr<D3DCommandListManager> command_list_mgr;
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								extern ID3D12GraphicsCommandList* current_command_list;
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								extern ID3D12RootSignature* default_root_signature;
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								extern HWND hWnd;
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								void Reset();
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								bool BeginFrame();
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								void EndFrame();
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								void Present();
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								unsigned int GetBackBufferWidth();
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								unsigned int GetBackBufferHeight();
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								D3DTexture2D*& GetBackBuffer();
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								const std::string PixelShaderVersionString();
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								const std::string GeometryShaderVersionString();
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								const std::string VertexShaderVersionString();
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								unsigned int GetMaxTextureSize();
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								HRESULT SetFullscreenState(bool enable_fullscreen);
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								HRESULT GetFullscreenState(bool* fullscreen_state);
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								// This function will assign a name to the given resource.
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								// The DirectX debug layer will make it easier to identify resources that way,
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								// e.g. when listing up all resources who have unreleased references.
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								static void SetDebugObjectName12(ID3D12Resource* resource, LPCSTR name)
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								{
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								  HRESULT hr =
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								      resource->SetPrivateData(WKPDID_D3DDebugObjectName, (UINT)(name ? strlen(name) : 0), name);
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								  if (FAILED(hr))
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								  {
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								    throw std::exception("Failure setting name for D3D12 object");
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								  }
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								}
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								static std::string GetDebugObjectName12(ID3D12Resource* resource)
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								{
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								  std::string name;
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								  if (resource)
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								  {
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								    UINT size = 0;
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								    resource->GetPrivateData(WKPDID_D3DDebugObjectName, &size, nullptr);  // get required size
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								    name.resize(size);
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								    resource->GetPrivateData(WKPDID_D3DDebugObjectName, &size, const_cast<char*>(name.data()));
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								  }
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								  return name;
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								}
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								}  // namespace D3D
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								using CREATEDXGIFACTORY = HRESULT(WINAPI*)(REFIID, void**);
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								extern CREATEDXGIFACTORY create_dxgi_factory;
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								using D3D12CREATEDEVICE = HRESULT(WINAPI*)(IUnknown*, D3D_FEATURE_LEVEL, REFIID, void**);
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											2016-03-07 00:36:37 +10:00
										 
									 
								 
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								extern D3D12CREATEDEVICE d3d12_create_device;
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								using D3D12SERIALIZEROOTSIGNATURE =
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								    HRESULT(WINAPI*)(const D3D12_ROOT_SIGNATURE_DESC* pRootSignature,
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								                     D3D_ROOT_SIGNATURE_VERSION Version, ID3DBlob** ppBlob, ID3DBlob** ppErrorBlob);
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											2016-01-07 19:40:35 -08:00
										 
									 
								 
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								using D3D12GETDEBUGINTERFACE = HRESULT(WINAPI*)(REFIID riid, void** ppvDebug);
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								using D3DREFLECT = HRESULT(WINAPI*)(LPCVOID, SIZE_T, REFIID, void**);
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								extern D3DREFLECT d3d_reflect;
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								using D3DCREATEBLOB = HRESULT(WINAPI*)(SIZE_T, ID3DBlob**);
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								extern D3DCREATEBLOB d3d_create_blob;
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								extern pD3DCompile d3d_compile;
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								}  // namespace DX12
							 |