fixed some build issues on non-windows systems
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@@ -17,7 +17,7 @@
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#pragma once
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#include "util/c99defs.h"
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#include <util/c99defs.h>
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extern "C" {
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@@ -15,8 +15,9 @@
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#include <graphics/vec4.h>
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#include "d3d11-subsystem.hpp"
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#include "graphics/vec4.h"
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static inline D3D11_TEXTURE_ADDRESS_MODE ConvertGSAddressMode(
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gs_address_mode mode)
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@@ -17,10 +17,10 @@
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#include "d3d11-subsystem.hpp"
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#include "d3d11-shaderprocessor.hpp"
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#include "graphics/vec2.h"
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#include "graphics/vec3.h"
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#include "graphics/matrix3.h"
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#include "graphics/matrix4.h"
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#include <graphics/vec2.h>
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#include <graphics/vec3.h>
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#include <graphics/matrix3.h>
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#include <graphics/matrix4.h>
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void gs_vertex_shader::GetBuffersExpected(
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const vector<D3D11_INPUT_ELEMENT_DESC> &inputs)
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@@ -17,7 +17,7 @@
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#pragma once
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#include "graphics/shader-parser.h"
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#include <graphics/shader-parser.h>
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struct ShaderParser : shader_parser {
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inline ShaderParser() {shader_parser_init(this);}
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@@ -15,9 +15,9 @@
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#include "util/base.h"
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#include "util/platform.h"
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#include "graphics/matrix3.h"
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#include <util/base.h>
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#include <util/platform.h>
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#include <graphics/matrix3.h>
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#include "d3d11-subsystem.hpp"
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static const IID dxgiFactory2 =
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@@ -17,7 +17,7 @@
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#pragma once
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#include "util/AlignedNew.hpp"
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#include <util/AlignedNew.hpp>
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#include <vector>
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#include <string>
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@@ -27,11 +27,11 @@
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#include <d3d11.h>
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#include <d3dcompiler.h>
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#include "util/base.h"
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#include "graphics/matrix4.h"
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#include "graphics/graphics.h"
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#include "util/windows/ComPtr.hpp"
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#include "util/windows/HRError.hpp"
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#include <util/base.h>
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#include <graphics/matrix4.h>
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#include <graphics/graphics.h>
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#include <util/windows/ComPtr.hpp>
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#include <util/windows/HRError.hpp>
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struct shader_var;
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struct shader_sampler;
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@@ -15,7 +15,7 @@
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#include "util/base.h"
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#include <util/base.h>
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#include "d3d11-subsystem.hpp"
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void gs_texture_2d::InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd,
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@@ -15,8 +15,8 @@
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#include "util/base.h"
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#include "graphics/vec3.h"
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#include <util/base.h>
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#include <graphics/vec3.h>
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#include "d3d11-subsystem.hpp"
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static inline void PushBuffer(vector<ID3D11Buffer*> &buffers,
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