d3d12: Rename d3d12.h to avoid conflicts

This commit is contained in:
Vincent Lejeune 2015-10-28 22:40:35 +01:00
parent eec64ef1c0
commit 6133590903
5 changed files with 6 additions and 10 deletions

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@ -78,7 +78,7 @@
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="Emu\RSX\D3D12\D3D12.h" /> <ClInclude Include="Emu\RSX\D3D12\D3D12Utils.h" />
<ClInclude Include="Emu\RSX\D3D12\D3D12Buffer.h" /> <ClInclude Include="Emu\RSX\D3D12\D3D12Buffer.h" />
<ClInclude Include="Emu\RSX\D3D12\D3D12CommonDecompiler.h" /> <ClInclude Include="Emu\RSX\D3D12\D3D12CommonDecompiler.h" />
<ClInclude Include="Emu\RSX\D3D12\D3D12FragmentProgramDecompiler.h" /> <ClInclude Include="Emu\RSX\D3D12\D3D12FragmentProgramDecompiler.h" />

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@ -8,9 +8,6 @@
</Filter> </Filter>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="Emu\RSX\D3D12\D3D12.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="Emu\RSX\D3D12\D3D12Buffer.h"> <ClInclude Include="Emu\RSX\D3D12\D3D12Buffer.h">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClInclude> </ClInclude>
@ -41,6 +38,9 @@
<ClInclude Include="stdafx_d3d12.h"> <ClInclude Include="stdafx_d3d12.h">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="Emu\RSX\D3D12\D3D12Utils.h">
<Filter>Source Files</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="Emu\RSX\D3D12\D3D12Buffer.cpp"> <ClCompile Include="Emu\RSX\D3D12\D3D12Buffer.cpp">

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@ -1,6 +1,6 @@
#pragma once #pragma once
#include "D3D12.h" #include "D3D12Utils.h"
#include "Utilities/rPlatform.h" // only for rImage #include "Utilities/rPlatform.h" // only for rImage
#include "Utilities/File.h" #include "Utilities/File.h"
#include "Utilities/Log.h" #include "Utilities/Log.h"

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@ -1,6 +1,6 @@
#pragma once #pragma once
#include "D3D12.h" #include "D3D12Utils.h"
#include "../Common/ProgramStateCache.h" #include "../Common/ProgramStateCache.h"
#include "D3D12VertexProgramDecompiler.h" #include "D3D12VertexProgramDecompiler.h"
#include "D3D12FragmentProgramDecompiler.h" #include "D3D12FragmentProgramDecompiler.h"

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@ -9,8 +9,6 @@
using namespace Microsoft::WRL; using namespace Microsoft::WRL;
#define SAFE_RELEASE(x) if (x) x->Release();
// From DX12 D3D11On12 Sample (MIT Licensed) // From DX12 D3D11On12 Sample (MIT Licensed)
inline void ThrowIfFailed(HRESULT hr) inline void ThrowIfFailed(HRESULT hr)
{ {
@ -27,7 +25,6 @@ inline void ThrowIfFailed(HRESULT hr)
inline inline
void streamToBuffer(void* dst, void* src, size_t sizeInBytes) void streamToBuffer(void* dst, void* src, size_t sizeInBytes)
{ {
#pragma omp parallel for
for (int i = 0; i < sizeInBytes / 16; i++) for (int i = 0; i < sizeInBytes / 16; i++)
{ {
const __m128i &srcPtr = _mm_loadu_si128((__m128i*) ((char*)src + i * 16)); const __m128i &srcPtr = _mm_loadu_si128((__m128i*) ((char*)src + i * 16));
@ -45,7 +42,6 @@ void streamBuffer(void* dst, void* src, size_t sizeInBytes)
// Assume 64 bytes cache line // Assume 64 bytes cache line
int offset = 0; int offset = 0;
bool isAligned = !((size_t)src & 15); bool isAligned = !((size_t)src & 15);
#pragma omp parallel for
for (offset = 0; offset < sizeInBytes - 64; offset += 64) for (offset = 0; offset < sizeInBytes - 64; offset += 64)
{ {
char *line = (char*)src + offset; char *line = (char*)src + offset;