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GPU: Remove D3D11 backend and allow D3D12 to ingest DXBC (#11456)
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@@ -166,9 +166,6 @@ static const SDL_GPUBootstrap *backends[] = {
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#endif
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#ifdef SDL_GPU_D3D12
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&D3D12Driver,
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#endif
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#ifdef SDL_GPU_D3D11
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&D3D11Driver,
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#endif
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NULL
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};
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@@ -953,7 +953,6 @@ extern "C" {
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#endif
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extern SDL_GPUBootstrap VulkanDriver;
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extern SDL_GPUBootstrap D3D11Driver;
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extern SDL_GPUBootstrap D3D12Driver;
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extern SDL_GPUBootstrap MetalDriver;
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extern SDL_GPUBootstrap PS5Driver;
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@@ -1,8 +0,0 @@
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fxc /T vs_5_0 /E FullscreenVert /Fh D3D11_FullscreenVert.h ..\d3dcommon\D3D_Blit.hlsl
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fxc /T ps_5_0 /E BlitFrom2D /Fh D3D11_BlitFrom2D.h ..\d3dcommon\D3D_Blit.hlsl
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fxc /T ps_5_0 /E BlitFrom2DArray /Fh D3D11_BlitFrom2DArray.h ..\d3dcommon\D3D_Blit.hlsl
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fxc /T ps_5_0 /E BlitFrom3D /Fh D3D11_BlitFrom3D.h ..\d3dcommon\D3D_Blit.hlsl
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fxc /T ps_5_0 /E BlitFromCube /Fh D3D11_BlitFromCube.h ..\d3dcommon\D3D_Blit.hlsl
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fxc /T ps_5_0 /E BlitFromCubeArray /Fh D3D11_BlitFromCubeArray.h ..\d3dcommon\D3D_Blit.hlsl
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copy /b D3D11_FullscreenVert.h+D3D11_BlitFrom2D.h+D3D11_BlitFrom2DArray.h+D3D11_BlitFrom3D.h+D3D11_BlitFromCube.h+D3D11_BlitFromCubeArray.h D3D11_Blit.h
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del D3D11_FullscreenVert.h D3D11_BlitFrom2D.h D3D11_BlitFrom2DArray.h D3D11_BlitFrom3D.h D3D11_BlitFromCube.h D3D11_BlitFromCubeArray.h
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@@ -5898,7 +5898,7 @@ static void D3D12_DownloadFromTexture(
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* And just for some extra fun, D3D12 doesn't actually support depth pitch, so we have to realign that too!
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*
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* Since this is an async download we have to do all these fixups after the command is finished,
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* so we'll cache the metadata similar to D3D11 and map and copy it when the command buffer is cleaned.
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* so we'll cache the metadata and map and copy it when the command buffer is cleaned.
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*/
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if (pixelsPerRow == 0) {
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@@ -8676,7 +8676,7 @@ static SDL_GPUDevice *D3D12_CreateDevice(bool debugMode, bool preferLowPower, SD
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SDL_GPUBootstrap D3D12Driver = {
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"direct3d12",
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SDL_GPU_SHADERFORMAT_DXIL,
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SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_DXBC,
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D3D12_PrepareDriver,
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D3D12_CreateDevice
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};
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