d3d12: Move shared code that include d3d12 headers into d3d12_common.h
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com> Reviewed-by: Jesse Natalie <jenatali@microsoft.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16767>
This commit is contained in:
@@ -24,16 +24,13 @@
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#ifndef D3D12_RESOURCE_STATE_H
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#ifndef D3D12_RESOURCE_STATE_H
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#define D3D12_RESOURCE_STATE_H
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#define D3D12_RESOURCE_STATE_H
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#ifndef _WIN32
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#include <wsl/winadapter.h>
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#endif
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#include <vector>
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#include <vector>
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#include <assert.h>
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#include <assert.h>
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#include <directx/d3d12.h>
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#include "util/list.h"
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#include "util/list.h"
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#include "d3d12_common.h"
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#if defined(__GNUC__)
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#if defined(__GNUC__)
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#pragma GCC diagnostic ignored "-Winvalid-offsetof"
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#pragma GCC diagnostic ignored "-Winvalid-offsetof"
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#endif
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#endif
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@@ -28,12 +28,7 @@
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#include "util/hash_table.h"
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#include "util/hash_table.h"
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#include <stdint.h>
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#include <stdint.h>
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#ifndef _WIN32
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#include "d3d12_common.h"
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#include <wsl/winadapter.h>
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#endif
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#define D3D12_IGNORE_SDK_LAYERS
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#include <directx/d3d12.h>
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struct d3d12_bo;
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struct d3d12_bo;
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struct d3d12_descriptor_heap;
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struct d3d12_descriptor_heap;
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@@ -33,7 +33,6 @@
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#include "util/format/u_format.h"
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#include "util/format/u_format.h"
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#include "util/u_memory.h"
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#include "util/u_memory.h"
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#include <directx/d3d12.h>
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#include <dxguids/dxguids.h>
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#include <dxguids/dxguids.h>
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struct d3d12_bufmgr {
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struct d3d12_bufmgr {
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@@ -28,11 +28,7 @@
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#include "util/u_atomic.h"
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#include "util/u_atomic.h"
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#include "util/list.h"
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#include "util/list.h"
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#ifndef _WIN32
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#include "d3d12_common.h"
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#include <wsl/winadapter.h>
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#endif
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#include <directx/d3d12.h>
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struct d3d12_bufmgr;
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struct d3d12_bufmgr;
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struct d3d12_screen;
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struct d3d12_screen;
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36
src/gallium/drivers/d3d12/d3d12_common.h
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36
src/gallium/drivers/d3d12/d3d12_common.h
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@@ -0,0 +1,36 @@
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/*
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* Copyright © Yonggang Luo
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#ifndef D3D12_COMMON_STATE_H
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#define D3D12_COMMON_STATE_H
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#pragma once
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#ifndef _WIN32
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#include <wsl/winadapter.h>
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#endif
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#define D3D12_IGNORE_SDK_LAYERS
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#include <directx/d3d12.h>
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#endif
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@@ -44,7 +44,6 @@
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#include "util/u_simple_shaders.h"
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#include "util/u_simple_shaders.h"
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#include "util/u_dl.h"
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#include "util/u_dl.h"
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#include <directx/d3d12.h>
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#include <dxguids/dxguids.h>
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#include <dxguids/dxguids.h>
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extern "C" {
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extern "C" {
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@@ -37,8 +37,6 @@
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#include "util/u_suballoc.h"
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#include "util/u_suballoc.h"
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#include "util/u_threaded_context.h"
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#include "util/u_threaded_context.h"
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#include <directx/d3d12.h>
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#define D3D12_GFX_SHADER_STAGES (PIPE_SHADER_TYPES - 1)
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#define D3D12_GFX_SHADER_STAGES (PIPE_SHADER_TYPES - 1)
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enum d3d12_dirty_flags
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enum d3d12_dirty_flags
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@@ -32,7 +32,6 @@
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#include "util/u_dynarray.h"
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#include "util/u_dynarray.h"
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#include "util/u_memory.h"
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#include "util/u_memory.h"
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#include <directx/d3d12.h>
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#include <dxguids/dxguids.h>
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#include <dxguids/dxguids.h>
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struct d3d12_descriptor_pool {
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struct d3d12_descriptor_pool {
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@@ -24,12 +24,7 @@
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#ifndef D3D12_DESCRIPTOR_POOL_H
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#ifndef D3D12_DESCRIPTOR_POOL_H
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#define D3D12_DESCRIPTOR_POOL_H
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#define D3D12_DESCRIPTOR_POOL_H
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#ifndef _WIN32
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#include "d3d12_common.h"
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#include <wsl/winadapter.h>
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#endif
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#define D3D12_IGNORE_SDK_LAYERS
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#include <directx/d3d12.h>
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struct d3d12_descriptor_pool;
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struct d3d12_descriptor_pool;
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struct d3d12_descriptor_heap;
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struct d3d12_descriptor_heap;
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@@ -26,11 +26,7 @@
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#include "util/u_inlines.h"
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#include "util/u_inlines.h"
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#ifndef _WIN32
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#include "d3d12_common.h"
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#include <wsl/winadapter.h>
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#endif
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#include <directx/d3d12.h>
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struct pipe_screen;
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struct pipe_screen;
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struct d3d12_screen;
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struct d3d12_screen;
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@@ -26,12 +26,7 @@
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#include "pipe/p_state.h"
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#include "pipe/p_state.h"
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#ifndef _WIN32
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#include "d3d12_common.h"
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#include <wsl/winadapter.h>
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#endif
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#define D3D12_IGNORE_SDK_LAYERS
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#include <directx/d3d12.h>
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struct d3d12_context;
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struct d3d12_context;
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struct d3d12_root_signature;
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struct d3d12_root_signature;
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@@ -38,7 +38,6 @@
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#include "frontend/sw_winsys.h"
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#include "frontend/sw_winsys.h"
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#include <directx/d3d12.h>
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#include <dxguids/dxguids.h>
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#include <dxguids/dxguids.h>
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#include <memory>
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#include <memory>
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@@ -30,7 +30,7 @@ struct pipe_screen;
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#include "util/u_transfer.h"
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#include "util/u_transfer.h"
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#include "util/u_threaded_context.h"
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#include "util/u_threaded_context.h"
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#include <directx/d3d12.h>
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#include "d3d12_common.h"
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enum d3d12_resource_binding_type {
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enum d3d12_resource_binding_type {
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D3D12_RESOURCE_BINDING_TYPE_SRV,
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D3D12_RESOURCE_BINDING_TYPE_SRV,
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@@ -31,12 +31,7 @@
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#include "nir.h"
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#include "nir.h"
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#ifndef _WIN32
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#include "d3d12_common.h"
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#include <wsl/winadapter.h>
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#endif
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#define D3D12_IGNORE_SDK_LAYERS
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#include <directx/d3d12.h>
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struct pb_manager;
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struct pb_manager;
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@@ -26,8 +26,6 @@
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#include "pipe/p_state.h"
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#include "pipe/p_state.h"
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#include <directx/d3d12.h>
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struct d3d12_descriptor_handle;
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struct d3d12_descriptor_handle;
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struct pipe_context;
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struct pipe_context;
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@@ -30,12 +30,8 @@
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// Uses an std::vector with individual D3D resources as backing storage instead of an D3D12 Texture Array
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// Uses an std::vector with individual D3D resources as backing storage instead of an D3D12 Texture Array
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// Supports dynamic pool capacity extension (by pushing back a new D3D12Resource) of the pool
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// Supports dynamic pool capacity extension (by pushing back a new D3D12Resource) of the pool
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#ifndef _WIN32
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#include "d3d12_common.h"
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#include <wsl/winadapter.h>
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#endif
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#define D3D12_IGNORE_SDK_LAYERS
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#include <directx/d3d12.h>
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#include "d3d12_util.h"
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#include "d3d12_util.h"
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void
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void
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@@ -21,12 +21,7 @@
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* IN THE SOFTWARE.
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* IN THE SOFTWARE.
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*/
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*/
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#ifndef _WIN32
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#include "d3d12_common.h"
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#include <wsl/winadapter.h>
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#endif
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#define D3D12_IGNORE_SDK_LAYERS
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#include <directx/d3d12.h>
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#include "d3d12_util.h"
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#include "d3d12_util.h"
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#include "d3d12_context.h"
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#include "d3d12_context.h"
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@@ -26,11 +26,7 @@
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#include "util/u_inlines.h"
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#include "util/u_inlines.h"
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#ifndef _WIN32
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#include "d3d12_common.h"
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#include <wsl/winadapter.h>
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#endif
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#include <directx/d3d12.h>
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void
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void
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d3d12_screen_video_init(struct pipe_screen *pscreen);
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d3d12_screen_video_init(struct pipe_screen *pscreen);
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@@ -23,12 +23,7 @@
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#include "d3d12_video_texture_array_dpb_manager.h"
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#include "d3d12_video_texture_array_dpb_manager.h"
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#ifndef _WIN32
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#include "d3d12_common.h"
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#include <wsl/winadapter.h>
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#endif
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#define D3D12_IGNORE_SDK_LAYERS
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#include <directx/d3d12.h>
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#include "d3d12_util.h"
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#include "d3d12_util.h"
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