Added SPIRV-Cross as a submodule. Implemented CreateShaderModule and QueueDestroyShaderModule
continuous-integration/drone/pr Build is failing
Details
continuous-integration/drone/pr Build is failing
Details
parent
4a1e4a49a8
commit
0137503ec3
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@ -1,3 +1,6 @@
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[submodule "Vulkan-Headers"]
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path = Vulkan-Headers
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url = https://github.com/KhronosGroup/Vulkan-Headers.git
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[submodule "SPIRV-Cross"]
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path = SPIRV-Cross
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url = https://github.com/KhronosGroup/SPIRV-Cross
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@ -0,0 +1 @@
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Subproject commit d5c3bd8b5e7db9e2d7fe809944b47b8f88e1c732
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@ -31,6 +31,7 @@
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#define COBJMACROS
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#include <d3d11.h>
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#include <dxgi.h>
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#include <d3dcompiler.h>
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#include "Refresh_Driver.h"
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#include "Refresh_Driver_D3D11_cdefines.h"
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@ -38,6 +39,8 @@
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#include <SDL.h>
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#include <SDL_syswm.h>
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#include <spirv_cross_c.h>
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/* Defines */
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#define D3D11_DLL "d3d11.dll"
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@ -78,6 +81,22 @@
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); \
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}
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/* D3DCompile signature */
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typedef HRESULT(WINAPI *PFN_D3DCOMPILE)(
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LPCVOID pSrcData,
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SIZE_T SrcDataSize,
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LPCSTR pSourceName,
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const D3D_SHADER_MACRO* pDefines,
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ID3DInclude* pInclude,
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LPCSTR pEntrypoint,
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LPCSTR pTarget,
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UINT Flags1,
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UINT Flags2,
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ID3DBlob **ppCode,
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ID3DBlob **ppErrorMsgs
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);
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/* Conversions */
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static DXGI_FORMAT RefreshToD3D11_SurfaceFormat[] =
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@ -302,6 +321,14 @@ typedef struct D3D11CommandBufferPool
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uint32_t capacity;
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} D3D11CommandBufferPool;
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typedef struct D3D11ShaderModule
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{
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spvc_context context;
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size_t numEntryPoints;
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const spvc_entry_point *entryPoints;
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ID3D11DeviceChild **shaders; /* ID3D11VertexShader, ID3D11PixelShader, ID3D11ComputeShader */
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} D3D11ShaderModule;
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typedef struct D3D11Renderer
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{
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ID3D11Device *device;
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@ -310,6 +337,7 @@ typedef struct D3D11Renderer
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IDXGIAdapter1* adapter;
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void *d3d11_dll;
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void *dxgi_dll;
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void *d3dcompiler_dll;
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SDL_mutex *contextLock;
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D3D11CommandBufferPool *commandBufferPool;
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@ -323,6 +351,8 @@ typedef struct D3D11Renderer
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uint8_t debugMode;
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D3D_FEATURE_LEVEL featureLevel;
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PFN_D3DCOMPILE D3DCompileFunc;
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} D3D11Renderer;
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/* Predeclarations */
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@ -621,6 +651,7 @@ static void D3D11_DestroyDevice(
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/* Unload the DLLs */
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SDL_UnloadObject(renderer->d3d11_dll);
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SDL_UnloadObject(renderer->dxgi_dll);
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SDL_UnloadObject(renderer->d3dcompiler_dll);
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/* Free the renderer and Refresh Device */
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SDL_free(renderer);
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@ -700,10 +731,197 @@ static Refresh_Sampler* D3D11_CreateSampler(
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}
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static Refresh_ShaderModule* D3D11_CreateShaderModule(
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Refresh_Renderer* driverData,
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Refresh_ShaderModuleCreateInfo* shaderModuleCreateInfo
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Refresh_Renderer *driverData,
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Refresh_ShaderModuleCreateInfo *shaderModuleCreateInfo
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) {
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NOT_IMPLEMENTED
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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spvc_context context;
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spvc_result result;
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spvc_parsed_ir parsedIR;
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spvc_compiler compiler;
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const spvc_entry_point *entryPoints;
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size_t numEntryPoints;
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spvc_compiler_options compilerOptions;
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char *hlslSource;
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const char *shaderModel;
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ID3DBlob *blob;
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ID3DBlob *errorBlob = NULL;
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ID3D11DeviceChild **shaders;
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D3D11ShaderModule *shaderModule;
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uint32_t i;
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HRESULT res;
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/* Create the context */
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result = spvc_context_create(&context);
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if (result != SPVC_SUCCESS)
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{
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Refresh_LogError("Could not create SPIRV Cross context! Error: %X", result);
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return NULL;
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}
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/* Parse the SPIRV input */
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result = spvc_context_parse_spirv(
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context,
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shaderModuleCreateInfo->byteCode,
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shaderModuleCreateInfo->codeSize / sizeof(uint32_t), /* word count, not byte length */
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&parsedIR
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);
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if (result != SPVC_SUCCESS)
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{
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Refresh_LogError("Could not parse SPIRV! Error: %X", result);
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spvc_context_destroy(context); /* free all context-related memory */
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return NULL;
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}
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/* Create the cross compiler */
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result = spvc_context_create_compiler(
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context,
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SPVC_BACKEND_HLSL,
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parsedIR,
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SPVC_CAPTURE_MODE_TAKE_OWNERSHIP,
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&compiler
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);
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if (result != SPVC_SUCCESS)
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{
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Refresh_LogError("Could not create SPIRV to HLSL cross compiler! Error: %X", result);
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spvc_context_destroy(context); /* free all context-related memory */
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return NULL;
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}
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/* Get entry points from the source bytecode */
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result = spvc_compiler_get_entry_points(compiler, &entryPoints, &numEntryPoints);
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if (result != SPVC_SUCCESS)
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{
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Refresh_LogError("Could not get SPIRV entry points! Error: %X", result);
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spvc_context_destroy(context); /* free all context-related memory */
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return NULL;
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}
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/* Set HLSL cross-compile options (target SM5.0) */
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spvc_compiler_create_compiler_options(compiler, &compilerOptions);
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spvc_compiler_options_set_uint(
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compilerOptions,
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SPVC_COMPILER_OPTION_HLSL_SHADER_MODEL,
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50 /* shader model 5.0 */
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);
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spvc_compiler_install_compiler_options(compiler, compilerOptions);
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/* Cross compile to HLSL */
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result = spvc_compiler_compile(compiler, &hlslSource);
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if (result != SPVC_SUCCESS)
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{
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Refresh_LogError("Could not cross-compile SPIRV to HLSL! Error: %X", result);
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spvc_context_destroy(context); /* free all context-related memory */
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return NULL;
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}
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/* Allocate memory for the D3D11 shader list */
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shaders = (ID3D11DeviceChild**) SDL_malloc(numEntryPoints * sizeof(ID3D11DeviceChild*));
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/* Compile each HLSL entry point into a D3D shader */
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for (i = 0; i < numEntryPoints; i += 1)
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{
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/* Determine the exact shader model to use */
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switch (entryPoints[i].execution_model)
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{
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case SpvExecutionModelVertex:
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shaderModel = "vs_5_0";
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break;
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case SpvExecutionModelFragment:
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shaderModel = "ps_5_0";
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break;
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case SpvExecutionModelGLCompute:
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shaderModel = "cs_5_0";
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break;
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default:
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Refresh_LogError(
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"Attempting to compile a shader with an unknown execution model: %X",
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entryPoints[i].execution_model
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);
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spvc_context_destroy(context); /* free all context-related memory */
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SDL_free(shaders);
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return NULL;
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}
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/* Compile the shader blob */
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res = renderer->D3DCompileFunc(
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hlslSource,
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SDL_strlen(hlslSource),
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NULL,
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NULL,
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NULL,
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entryPoints[i].name,
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shaderModel,
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0,
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0,
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&blob,
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&errorBlob
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);
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if (FAILED(res))
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{
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Refresh_LogError(
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"D3DCompile failed on HLSL shader with entry point '%s'! Error: %X\nCompiler error message: %s",
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entryPoints[i].name,
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res,
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errorBlob ? (const char*) ID3D10Blob_GetBufferPointer(errorBlob) : "<none>"
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);
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spvc_context_destroy(context); /* free all context-related memory */
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SDL_free(shaders);
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return NULL;
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}
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/* Create the shader from the blob */
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switch (entryPoints[i].execution_model)
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{
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case SpvExecutionModelVertex:
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res = ID3D11Device_CreateVertexShader(
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renderer->device,
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ID3D10Blob_GetBufferPointer(blob),
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ID3D10Blob_GetBufferSize(blob),
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NULL,
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(ID3D11VertexShader**) &shaders[i]
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);
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break;
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case SpvExecutionModelFragment:
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res = ID3D11Device_CreatePixelShader(
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renderer->device,
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ID3D10Blob_GetBufferPointer(blob),
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ID3D10Blob_GetBufferSize(blob),
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NULL,
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(ID3D11PixelShader**) &shaders[i]
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);
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break;
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case SpvExecutionModelGLCompute:
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res = ID3D11Device_CreateComputeShader(
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renderer->device,
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ID3D10Blob_GetBufferPointer(blob),
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ID3D10Blob_GetBufferSize(blob),
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NULL,
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(ID3D11ComputeShader**) &shaders[i]
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);
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break;
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}
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if (FAILED(res))
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{
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Refresh_LogError("D3D11 shader creation failed! Error code: %X", res);
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spvc_context_destroy(context); /* free all context-related memory */
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SDL_free(shaders);
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return NULL;
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}
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}
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/* Create the final shader module object to return */
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shaderModule = (D3D11ShaderModule*) SDL_malloc(sizeof(D3D11ShaderModule));
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shaderModule->context = context;
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shaderModule->entryPoints = entryPoints;
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shaderModule->numEntryPoints = numEntryPoints;
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shaderModule->shaders = shaders;
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return (Refresh_ShaderModule*) shaderModule;
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}
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static Refresh_Texture* D3D11_CreateTexture(
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@ -862,7 +1080,20 @@ static void D3D11_QueueDestroyShaderModule(
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Refresh_Renderer* driverData,
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Refresh_ShaderModule* shaderModule
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) {
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NOT_IMPLEMENTED
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D3D11ShaderModule *d3dShaderModule = (D3D11ShaderModule*) shaderModule;
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uint32_t i;
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/* Release the D3D11 shader objects and free the array */
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for (i = 0; i < d3dShaderModule->numEntryPoints; i += 1)
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{
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ID3D11DeviceChild_Release(d3dShaderModule->shaders[i]);
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}
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SDL_free(d3dShaderModule->shaders);
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/* Destroy the SPIRV-Cross context.
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* This should destroy the entryPoints list as well.
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*/
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spvc_context_destroy(d3dShaderModule->context);
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}
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static void D3D11_QueueDestroyComputePipeline(
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@ -1291,6 +1522,25 @@ static Refresh_Device* D3D11_CreateDevice(
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renderer = (D3D11Renderer*) SDL_malloc(sizeof(D3D11Renderer));
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SDL_memset(renderer, 0, sizeof(D3D11Renderer));
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/* Load the D3DCompiler library */
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renderer->d3dcompiler_dll = SDL_LoadObject(D3DCOMPILER_DLL);
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if (renderer->d3dcompiler_dll == NULL)
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{
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Refresh_LogError("Could not find " D3DCOMPILER_DLL);
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return NULL;
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}
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/* Load the D3DCompile function pointer */
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renderer->D3DCompileFunc = (PFN_D3DCOMPILE) SDL_LoadFunction(
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renderer->d3dcompiler_dll,
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"D3DCompile"
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);
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if (renderer->D3DCompileFunc == NULL)
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{
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Refresh_LogError("Could not load D3DCompile function!");
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return NULL;
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}
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/* Load the DXGI library */
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renderer->dxgi_dll = SDL_LoadObject(DXGI_DLL);
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if (renderer->dxgi_dll == NULL)
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@ -5,22 +5,50 @@ VisualStudioVersion = 16.0.30717.126
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Refresh", "Refresh.vcxproj", "{6DB15344-E000-45CB-A48A-1D72F7D6E945}"
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SPIRV-Cross", "SPIRV-Cross\SPIRV-Cross.vcxproj", "{C9462931-41A4-4E61-B145-F2D2CDE43C69}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|x64 = Debug|x64
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Debug|x86 = Debug|x86
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MinSizeRel|x64 = MinSizeRel|x64
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MinSizeRel|x86 = MinSizeRel|x86
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Release|x64 = Release|x64
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Release|x86 = Release|x86
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RelWithDebInfo|x64 = RelWithDebInfo|x64
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RelWithDebInfo|x86 = RelWithDebInfo|x86
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{6DB15344-E000-45CB-A48A-1D72F7D6E945}.Debug|x64.ActiveCfg = Debug|x64
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{6DB15344-E000-45CB-A48A-1D72F7D6E945}.Debug|x64.Build.0 = Debug|x64
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{6DB15344-E000-45CB-A48A-1D72F7D6E945}.Debug|x86.ActiveCfg = Debug|Win32
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{6DB15344-E000-45CB-A48A-1D72F7D6E945}.Debug|x86.Build.0 = Debug|Win32
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{6DB15344-E000-45CB-A48A-1D72F7D6E945}.MinSizeRel|x64.ActiveCfg = MinSizeRel|x64
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{6DB15344-E000-45CB-A48A-1D72F7D6E945}.MinSizeRel|x64.Build.0 = MinSizeRel|x64
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{6DB15344-E000-45CB-A48A-1D72F7D6E945}.MinSizeRel|x86.ActiveCfg = MinSizeRel|x64
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{6DB15344-E000-45CB-A48A-1D72F7D6E945}.Release|x64.ActiveCfg = Release|x64
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{6DB15344-E000-45CB-A48A-1D72F7D6E945}.Release|x64.Build.0 = Release|x64
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{6DB15344-E000-45CB-A48A-1D72F7D6E945}.Release|x86.ActiveCfg = Release|Win32
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{6DB15344-E000-45CB-A48A-1D72F7D6E945}.Release|x86.Build.0 = Release|Win32
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{6DB15344-E000-45CB-A48A-1D72F7D6E945}.RelWithDebInfo|x64.ActiveCfg = RelWithDebInfo|x64
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{6DB15344-E000-45CB-A48A-1D72F7D6E945}.RelWithDebInfo|x64.Build.0 = RelWithDebInfo|x64
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{6DB15344-E000-45CB-A48A-1D72F7D6E945}.RelWithDebInfo|x86.ActiveCfg = RelWithDebInfo|x64
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{C9462931-41A4-4E61-B145-F2D2CDE43C69}.Debug|x64.ActiveCfg = Debug|x64
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{C9462931-41A4-4E61-B145-F2D2CDE43C69}.Debug|x64.Build.0 = Debug|x64
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{C9462931-41A4-4E61-B145-F2D2CDE43C69}.Debug|x86.ActiveCfg = Debug|Win32
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{C9462931-41A4-4E61-B145-F2D2CDE43C69}.Debug|x86.Build.0 = Debug|Win32
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{C9462931-41A4-4E61-B145-F2D2CDE43C69}.MinSizeRel|x64.ActiveCfg = Debug|x64
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{C9462931-41A4-4E61-B145-F2D2CDE43C69}.MinSizeRel|x64.Build.0 = Debug|x64
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{C9462931-41A4-4E61-B145-F2D2CDE43C69}.MinSizeRel|x86.ActiveCfg = Debug|Win32
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{C9462931-41A4-4E61-B145-F2D2CDE43C69}.MinSizeRel|x86.Build.0 = Debug|Win32
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{C9462931-41A4-4E61-B145-F2D2CDE43C69}.Release|x64.ActiveCfg = Release|x64
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{C9462931-41A4-4E61-B145-F2D2CDE43C69}.Release|x64.Build.0 = Release|x64
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{C9462931-41A4-4E61-B145-F2D2CDE43C69}.Release|x86.ActiveCfg = Release|Win32
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{C9462931-41A4-4E61-B145-F2D2CDE43C69}.Release|x86.Build.0 = Release|Win32
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{C9462931-41A4-4E61-B145-F2D2CDE43C69}.RelWithDebInfo|x64.ActiveCfg = Release|x64
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{C9462931-41A4-4E61-B145-F2D2CDE43C69}.RelWithDebInfo|x64.Build.0 = Release|x64
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{C9462931-41A4-4E61-B145-F2D2CDE43C69}.RelWithDebInfo|x86.ActiveCfg = Release|Win32
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{C9462931-41A4-4E61-B145-F2D2CDE43C69}.RelWithDebInfo|x86.Build.0 = Release|Win32
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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@ -62,6 +62,7 @@
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<WarningLevel>Level3</WarningLevel>
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<Optimization>Disabled</Optimization>
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<PreprocessorDefinitions>REFRESH_DRIVER_D3D11;REFRESH_DRIVER_VULKAN;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">..\SPIRV-Cross;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>DebugFull</GenerateDebugInformation>
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<PreprocessorDefinitions>REFRESH_DRIVER_D3D11;REFRESH_DRIVER_VULKAN;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
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Loading…
Reference in New Issue