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d3d12: Move d3d12 files to separate solution. #1261
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@@ -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, | |||
<<<<<<< HEAD |
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somebody didn't resolve merge conflicts 😄
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It simplify solution configurations.
Fixed build. |
What do you want to achieve creating stdafx_d3d12.h? |
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. |
@vlj would that work on win 8.1 and older? It would still compile dx12 stuff there. |
I think so. The headers and libraries files are provided in minidx12. And I use runtime loading for d3d12 and d3d11 libs. |
@vlj can someone not on win10 test it? |
I can't, Nekoteki has still 7 on his dev pc though |
d3d12: Move d3d12 files to separate solution.
It doesn't build on win7. What shall I do, revert it? |
@Nekotekina Why not upgrade to Windows 10? |
@Zangetsu38 that's no the point. Maybe you even suggest drop linux? |
@danilaml Huh, it is the relation between the Linux and Windows? |
@Nekotekina you can also provide the build log so that people can fix build |
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D3D12GSRender doesn't build because:
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thanks |
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? |
It simplify solution configurations.