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@@ -119,31 +119,31 @@ void D3D12GSRender::ResourceStorage::Init(ID3D12Device *device)
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// Create a global command allocator
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device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocator));
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device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_textureUploadCommandAllocator));
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check(device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_COPY, IID_PPV_ARGS(&m_downloadCommandAllocator)));
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ThrowIfFailed(device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_COPY, IID_PPV_ARGS(&m_downloadCommandAllocator)));
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D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc = {};
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descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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descriptorHeapDesc.NumDescriptors = 10000; // For safety
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descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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check(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_constantsBufferDescriptorsHeap)));
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ThrowIfFailed(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_constantsBufferDescriptorsHeap)));
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descriptorHeapDesc = {};
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descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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descriptorHeapDesc.NumDescriptors = 10000; // For safety
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descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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check(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_scaleOffsetDescriptorHeap)));
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ThrowIfFailed(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_scaleOffsetDescriptorHeap)));
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D3D12_DESCRIPTOR_HEAP_DESC textureDescriptorDesc = {};
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textureDescriptorDesc.NumDescriptors = 10000; // For safety
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textureDescriptorDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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textureDescriptorDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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check(device->CreateDescriptorHeap(&textureDescriptorDesc, IID_PPV_ARGS(&m_textureDescriptorsHeap)));
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ThrowIfFailed(device->CreateDescriptorHeap(&textureDescriptorDesc, IID_PPV_ARGS(&m_textureDescriptorsHeap)));
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textureDescriptorDesc.NumDescriptors = 2048; // For safety
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textureDescriptorDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
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check(device->CreateDescriptorHeap(&textureDescriptorDesc, IID_PPV_ARGS(&m_samplerDescriptorHeap[0])));
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check(device->CreateDescriptorHeap(&textureDescriptorDesc, IID_PPV_ARGS(&m_samplerDescriptorHeap[1])));
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ThrowIfFailed(device->CreateDescriptorHeap(&textureDescriptorDesc, IID_PPV_ARGS(&m_samplerDescriptorHeap[0])));
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ThrowIfFailed(device->CreateDescriptorHeap(&textureDescriptorDesc, IID_PPV_ARGS(&m_samplerDescriptorHeap[1])));
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}
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void D3D12GSRender::ResourceStorage::Release()
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@@ -221,13 +221,13 @@ D3D12GSRender::D3D12GSRender()
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}
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Microsoft::WRL::ComPtr<IDXGIFactory4> dxgiFactory;
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check(CreateDXGIFactory(IID_PPV_ARGS(&dxgiFactory)));
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ThrowIfFailed(CreateDXGIFactory(IID_PPV_ARGS(&dxgiFactory)));
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// Create adapter
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IDXGIAdapter* adaptater = nullptr;
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switch (Ini.GSD3DAdaptater.GetValue())
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{
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case 0: // WARP
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check(dxgiFactory->EnumWarpAdapter(IID_PPV_ARGS(&adaptater)));
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ThrowIfFailed(dxgiFactory->EnumWarpAdapter(IID_PPV_ARGS(&adaptater)));
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break;
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case 1: // Default
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dxgiFactory->EnumAdapters(0, &adaptater);
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@@ -236,14 +236,14 @@ D3D12GSRender::D3D12GSRender()
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dxgiFactory->EnumAdapters(Ini.GSD3DAdaptater.GetValue() - 2,&adaptater);
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break;
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}
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check(wrapD3D12CreateDevice(adaptater, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device)));
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ThrowIfFailed(wrapD3D12CreateDevice(adaptater, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device)));
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// Queues
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D3D12_COMMAND_QUEUE_DESC copyQueueDesc = {}, graphicQueueDesc = {};
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copyQueueDesc.Type = D3D12_COMMAND_LIST_TYPE_COPY;
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graphicQueueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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check(m_device->CreateCommandQueue(©QueueDesc, IID_PPV_ARGS(&m_commandQueueCopy)));
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check(m_device->CreateCommandQueue(&graphicQueueDesc, IID_PPV_ARGS(&m_commandQueueGraphic)));
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ThrowIfFailed(m_device->CreateCommandQueue(©QueueDesc, IID_PPV_ARGS(&m_commandQueueCopy)));
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ThrowIfFailed(m_device->CreateCommandQueue(&graphicQueueDesc, IID_PPV_ARGS(&m_commandQueueGraphic)));
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g_descriptorStrideSRVCBVUAV = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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g_descriptorStrideDSV = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
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@@ -266,7 +266,7 @@ D3D12GSRender::D3D12GSRender()
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swapChain.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
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swapChain.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
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check(dxgiFactory->CreateSwapChain(m_commandQueueGraphic, &swapChain, (IDXGISwapChain**)&m_swapChain));
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ThrowIfFailed(dxgiFactory->CreateSwapChain(m_commandQueueGraphic, &swapChain, (IDXGISwapChain**)&m_swapChain));
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m_swapChain->GetBuffer(0, IID_PPV_ARGS(&m_backBuffer[0]));
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m_swapChain->GetBuffer(1, IID_PPV_ARGS(&m_backBuffer[1]));
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@@ -326,7 +326,7 @@ D3D12GSRender::D3D12GSRender()
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Microsoft::WRL::ComPtr<ID3DBlob> rootSignatureBlob;
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Microsoft::WRL::ComPtr<ID3DBlob> errorBlob;
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check(wrapD3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &rootSignatureBlob, &errorBlob));
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ThrowIfFailed(wrapD3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &rootSignatureBlob, &errorBlob));
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m_device->CreateRootSignature(0,
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rootSignatureBlob->GetBufferPointer(),
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@@ -344,7 +344,7 @@ D3D12GSRender::D3D12GSRender()
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D3D12_HEAP_PROPERTIES hp = {};
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hp.Type = D3D12_HEAP_TYPE_DEFAULT;
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check(
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ThrowIfFailed(
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m_device->CreateCommittedResource(
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&hp,
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D3D12_HEAP_FLAG_NONE,
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@@ -432,7 +432,7 @@ void D3D12GSRender::Clear(u32 cmd)
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assert(cmd == NV4097_CLEAR_SURFACE);
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ID3D12GraphicsCommandList *commandList;
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check(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList)));
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ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList)));
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getCurrentResourceStorage().m_inflightCommandList.push_back(commandList);
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PrepareRenderTargets(commandList);
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@@ -503,7 +503,7 @@ void D3D12GSRender::Clear(u32 cmd)
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}
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}
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check(commandList->Close());
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ThrowIfFailed(commandList->Close());
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m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**) &commandList);
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}
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@@ -716,7 +716,7 @@ void D3D12GSRender::Draw()
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else
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commandList->DrawInstanced((UINT)m_renderingInfo.m_count, 1, (UINT)m_renderingInfo.m_baseVertex, 0);
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check(commandList->Close());
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ThrowIfFailed(commandList->Close());
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m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&commandList);
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m_indexed_array.Reset();
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}
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@@ -771,7 +771,7 @@ void D3D12GSRender::Flip()
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assert(m_textureUploadData.canAlloc(textureSize));
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size_t heapOffset = m_textureUploadData.alloc(textureSize);
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check(m_device->CreatePlacedResource(
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ThrowIfFailed(m_device->CreatePlacedResource(
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m_textureUploadData.m_heap,
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heapOffset,
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&getBufferResourceDesc(textureSize),
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@@ -782,13 +782,13 @@ void D3D12GSRender::Flip()
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m_textureUploadData.m_resourceStoredSinceLastSync.push_back(std::make_tuple(heapOffset, textureSize, stagingTexture));
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void *dstBuffer;
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check(stagingTexture->Map(0, nullptr, &dstBuffer));
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ThrowIfFailed(stagingTexture->Map(0, nullptr, &dstBuffer));
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for (unsigned row = 0; row < h; row++)
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memcpy((char*)dstBuffer + row * rowPitch, (char*)src_buffer + row * w * 4, w * 4);
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stagingTexture->Unmap(0, nullptr);
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}
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check(
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ThrowIfFailed(
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m_device->CreateCommittedResource(
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&heapProp,
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D3D12_HEAP_FLAG_NONE,
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@@ -896,10 +896,10 @@ void D3D12GSRender::Flip()
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commandList->ResourceBarrier(1, &getResourceBarrierTransition(m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()], D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));
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if (isFlipSurfaceInLocalMemory(m_surface_color_target) && m_rtts.m_currentlyBoundRenderTargets[0] != nullptr)
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commandList->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundRenderTargets[0], D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_RENDER_TARGET));
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check(commandList->Close());
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ThrowIfFailed(commandList->Close());
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m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&commandList);
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check(m_swapChain->Present(Ini.GSVSyncEnable.GetValue() ? 1 : 0, 0));
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ThrowIfFailed(m_swapChain->Present(Ini.GSVSyncEnable.GetValue() ? 1 : 0, 0));
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// Add an event signaling queue completion
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ResourceStorage &storage = getNonCurrentResourceStorage();
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@@ -996,7 +996,7 @@ ID3D12Resource * D3D12GSRender::writeColorBuffer(ID3D12Resource * RTT, ID3D12Gra
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size_t heapOffset = m_readbackResources.alloc(sizeInByte);
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resdesc = getBufferResourceDesc(sizeInByte);
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check(
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ThrowIfFailed(
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m_device->CreatePlacedResource(
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m_readbackResources.m_heap,
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heapOffset,
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@@ -1030,7 +1030,7 @@ static
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void copyToCellRamAndRelease(void *dstAddress, ID3D12Resource *res, size_t dstPitch, size_t srcPitch, size_t width, size_t height)
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{
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void *srcBuffer;
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check(res->Map(0, nullptr, &srcBuffer));
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ThrowIfFailed(res->Map(0, nullptr, &srcBuffer));
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for (unsigned row = 0; row < height; row++)
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memcpy((char*)dstAddress + row * dstPitch, (char*)srcBuffer + row * srcPitch, srcPitch);
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res->Unmap(0, nullptr);
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@@ -1050,7 +1050,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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ID3D12Fence *fence;
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check(
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ThrowIfFailed(
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m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence))
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);
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HANDLE handle = CreateEvent(0, FALSE, FALSE, 0);
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@@ -1076,7 +1076,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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assert(m_UAVHeap.canAlloc(sizeInByte));
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size_t heapOffset = m_UAVHeap.alloc(sizeInByte);
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check(
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ThrowIfFailed(
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m_device->CreatePlacedResource(
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m_UAVHeap.m_heap,
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heapOffset,
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@@ -1093,7 +1093,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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heapOffset = m_readbackResources.alloc(sizeInByte);
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resdesc = getBufferResourceDesc(sizeInByte);
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check(
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ThrowIfFailed(
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m_device->CreatePlacedResource(
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m_readbackResources.m_heap,
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heapOffset,
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@@ -1105,7 +1105,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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);
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m_readbackResources.m_resourceStoredSinceLastSync.push_back(std::make_tuple(heapOffset, sizeInByte, writeDest));
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check(
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ThrowIfFailed(
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m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&convertCommandList))
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);
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@@ -1113,7 +1113,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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descriptorHeapDesc.NumDescriptors = 2;
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descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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check(
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ThrowIfFailed(
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m_device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&descriptorHeap))
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);
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D3D12_CPU_DESCRIPTOR_HANDLE Handle = descriptorHeap->GetCPUDescriptorHandleForHeapStart();
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@@ -1164,14 +1164,14 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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convertCommandList->ResourceBarrier(2, barriers);
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convertCommandList->ResourceBarrier(1, &getResourceBarrierTransition(depthConverted, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE));
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check(convertCommandList->Close());
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ThrowIfFailed(convertCommandList->Close());
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m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&convertCommandList);
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}
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ID3D12GraphicsCommandList *downloadCommandList;
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if (needTransfer)
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{
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check(
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ThrowIfFailed(
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m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&downloadCommandList))
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);
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}
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@@ -1237,7 +1237,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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}
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if (needTransfer)
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{
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check(downloadCommandList->Close());
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ThrowIfFailed(downloadCommandList->Close());
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m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&downloadCommandList);
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}
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@@ -1259,7 +1259,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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auto ptr = vm::get_ptr<void>(address);
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char *ptrAsChar = (char*)ptr;
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unsigned char *writeDestPtr;
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check(writeDest->Map(0, nullptr, (void**)&writeDestPtr));
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ThrowIfFailed(writeDest->Map(0, nullptr, (void**)&writeDestPtr));
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// TODO : this should be done by the gpu
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for (unsigned row = 0; row < m_surface_clip_h; row++)
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{
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