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d3d12: Move d3d12 files to separate solution. #1261

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merged 1 commit into from Oct 18, 2015
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vlj
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@vlj vlj commented Oct 16, 2015

It simplify solution configurations.

@vlj vlj force-pushed the module branch 2 times, most recently from 104bfcd to 869e207 Compare October 16, 2015 17:18
@@ -416,9 +415,12 @@ void D3D12GSRender::FillPixelShaderConstantsBuffer(size_t descriptorIndex)
constantBufferViewDesc.BufferLocation = m_constantsData.m_heap->GetGPUVirtualAddress() + heapOffset;
constantBufferViewDesc.SizeInBytes = (UINT)bufferSize;
m_device->CreateConstantBufferView(&constantBufferViewDesc,
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somebody didn't resolve merge conflicts 😄

@vlj vlj force-pushed the module branch 10 times, most recently from 29bb37e to 84bbda5 Compare October 17, 2015 01:55
It simplify solution configurations.
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vlj commented Oct 17, 2015

Fixed build.
Added a minidx12 directory containing minimal files set to build dx12 backend.

@Nekotekina
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What do you want to achieve creating stdafx_d3d12.h?

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vlj commented Oct 17, 2015

I configured the project to use a precompiled header, and on the other hand it may be useful to have a specific one for dx includes later.

@danilaml
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@vlj would that work on win 8.1 and older? It would still compile dx12 stuff there.

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vlj commented Oct 17, 2015

I think so. The headers and libraries files are provided in minidx12. And I use runtime loading for d3d12 and d3d11 libs.
The other libs are present on 7 and later (dxgi, d3dcompiler, dwrite and d2d)

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@vlj can someone not on win10 test it?

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vlj commented Oct 17, 2015

I can't, Nekoteki has still 7 on his dev pc though

B1ackDaemon pushed a commit that referenced this pull request Oct 18, 2015
d3d12: Move d3d12 files to separate solution.
@B1ackDaemon B1ackDaemon merged commit d1b5dcf into RPCS3:master Oct 18, 2015
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It doesn't build on win7. What shall I do, revert it?

@Nekotekina Nekotekina mentioned this pull request Oct 20, 2015
@Zangetsu38
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@Nekotekina Why not upgrade to Windows 10?
Windows 7 has absolutely no interest.
It is completely and totally exceeds obsolete, no interest stayed on.

@danilaml
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@Zangetsu38 that's no the point. Maybe you even suggest drop linux?
This change was totally unnecessary and turns out brakes something that was working.

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@danilaml Huh, it is the relation between the Linux and Windows?
And it works very well, both on windows 10, linux or Mac, then I ca not see why would walk on Windows 7, if you are on Windows 7 you choose not to build in DX12, so where is the problem?

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vlj commented Oct 20, 2015

@Nekotekina you can also provide the build log so that people can fix build

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>------ Skipped Build: Project: D3D12GSRender, Configuration: Release x64 ------
>Project not selected to build for this solution configuration 
........................
Error   LNK1181 cannot open input file 'blablablah\rpcs3\x64\Release\D3D12GSRender.lib'

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D3D12GSRender doesn't build because:

c:\program files (x86)\windows kits\8.1\include\um\d3d11shader.h(42): error C2011: '_D3D_PARAMETER_FLAGS': 'enum' type redefinition
note: see declaration of '_D3D_PARAMETER_FLAGS'

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vlj commented Oct 20, 2015

thanks

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I must apologize that I didn't provide the info immediately and merged my fix instead. But if it's possible to build dx12 code on any system after all, why keep those DX12 build configs?

@vlj vlj deleted the module branch January 30, 2016 21:07
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6 participants