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d3d12: Fix Xbox GDK Build
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/30615>
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9ce9675658
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2 changed files with 10 additions and 1 deletions
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@ -299,6 +299,7 @@ init_texture(struct d3d12_screen *screen,
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HRESULT hres = E_FAIL;
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enum d3d12_residency_status init_residency;
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#ifndef _GAMING_XBOX
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if (heap && screen->max_feature_level == D3D_FEATURE_LEVEL_1_0_GENERIC) {
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D3D12_FEATURE_DATA_PLACED_RESOURCE_SUPPORT_INFO capData;
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@ -353,7 +354,9 @@ init_texture(struct d3d12_screen *screen,
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format_cast_list,
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IID_PPV_ARGS(&d3d12_res));
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}
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} else {
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} else
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#endif
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{
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if (heap) {
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init_residency = d3d12_permanently_resident;
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hres = screen->dev->CreatePlacedResource(heap,
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@ -1638,8 +1638,10 @@ d3d12_init_screen(struct d3d12_screen *screen, IUnknown *adapter)
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D3D12_FEATURE_DATA_FEATURE_LEVELS feature_levels;
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static const D3D_FEATURE_LEVEL levels[] = {
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#ifndef _GAMING_XBOX
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D3D_FEATURE_LEVEL_1_0_GENERIC,
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D3D_FEATURE_LEVEL_1_0_CORE,
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#endif
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D3D_FEATURE_LEVEL_11_0,
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D3D_FEATURE_LEVEL_11_1,
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D3D_FEATURE_LEVEL_12_0,
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@ -1665,7 +1667,9 @@ d3d12_init_screen(struct d3d12_screen *screen, IUnknown *adapter)
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#ifdef HAVE_GALLIUM_D3D12_GRAPHICS
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if (screen->max_feature_level >= D3D_FEATURE_LEVEL_11_0) {
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static const D3D_SHADER_MODEL valid_shader_models[] = {
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#ifndef _GAMING_XBOX
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D3D_SHADER_MODEL_6_8,
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#endif
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D3D_SHADER_MODEL_6_7, D3D_SHADER_MODEL_6_6, D3D_SHADER_MODEL_6_5, D3D_SHADER_MODEL_6_4,
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D3D_SHADER_MODEL_6_3, D3D_SHADER_MODEL_6_2, D3D_SHADER_MODEL_6_1, D3D_SHADER_MODEL_6_0,
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};
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@ -1673,7 +1677,9 @@ d3d12_init_screen(struct d3d12_screen *screen, IUnknown *adapter)
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D3D12_FEATURE_DATA_SHADER_MODEL shader_model = { valid_shader_models[i] };
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if (SUCCEEDED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_SHADER_MODEL, &shader_model, sizeof(shader_model)))) {
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static_assert(D3D_SHADER_MODEL_6_0 == 0x60 && SHADER_MODEL_6_0 == 0x60000, "Validating math below");
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#ifndef _GAMING_XBOX
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static_assert(D3D_SHADER_MODEL_6_8 == 0x68 && SHADER_MODEL_6_8 == 0x60008, "Validating math below");
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#endif
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screen->max_shader_model = static_cast<dxil_shader_model>(((shader_model.HighestShaderModel & 0xf0) << 12) |
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(shader_model.HighestShaderModel & 0xf));
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break;
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