Split RenderingDevice into API-agnostic and RenderingDeviceDriver parts
Credit and thanks to @bruzvg for multiple build fixes, update of 3rd-party items and MinGW support. Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
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24
thirdparty/d3d12ma/D3D12MemAlloc.cpp
vendored
24
thirdparty/d3d12ma/D3D12MemAlloc.cpp
vendored
@ -33,6 +33,14 @@
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#include <shared_mutex>
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#endif
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/* GODOT start */
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#if !defined(_MSC_VER)
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#include <guiddef.h>
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#include <dxguids.h>
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#endif
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/* GODOT end */
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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//
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@ -8178,7 +8186,15 @@ HRESULT AllocatorPimpl::UpdateD3D12Budget()
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D3D12_RESOURCE_ALLOCATION_INFO AllocatorPimpl::GetResourceAllocationInfoNative(const D3D12_RESOURCE_DESC& resourceDesc) const
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{
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/* GODOT start */
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#if defined(_MSC_VER) || !defined(_WIN32)
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return m_Device->GetResourceAllocationInfo(0, 1, &resourceDesc);
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#else
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D3D12_RESOURCE_ALLOCATION_INFO ret;
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m_Device->GetResourceAllocationInfo(&ret, 0, 1, &resourceDesc);
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return ret;
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#endif
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/* GODOT end */
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}
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#ifdef __ID3D12Device8_INTERFACE_DEFINED__
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@ -8186,7 +8202,15 @@ D3D12_RESOURCE_ALLOCATION_INFO AllocatorPimpl::GetResourceAllocationInfoNative(c
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{
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D3D12MA_ASSERT(m_Device8 != NULL);
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D3D12_RESOURCE_ALLOCATION_INFO1 info1Unused;
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/* GODOT start */
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#if defined(_MSC_VER) || !defined(_WIN32)
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return m_Device8->GetResourceAllocationInfo2(0, 1, &resourceDesc, &info1Unused);
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#else
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D3D12_RESOURCE_ALLOCATION_INFO ret;
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m_Device8->GetResourceAllocationInfo2(&ret, 0, 1, &resourceDesc, &info1Unused);
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return ret;
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#endif
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/* GODOT end */
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}
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#endif // #ifdef __ID3D12Device8_INTERFACE_DEFINED__
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