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Add AbstractGfx for DX12
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@ -9,9 +9,10 @@
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#include "Common/Logging/Log.h"
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#include "VideoBackends/D3D12/Common.h"
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#include "VideoBackends/D3D12/D3D12Renderer.h"
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#include "VideoBackends/D3D12/D3D12Gfx.h"
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#include "VideoBackends/D3D12/DX12Context.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/RenderBase.h"
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namespace DX12
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{
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@ -64,7 +65,7 @@ void PerfQuery::EnableQuery(PerfQueryGroup group)
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// This is because we can't leave a query open when submitting a command list, and the draw
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// call itself may need to execute a command list if we run out of descriptors. Note that
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// this assumes that the caller has bound all required state prior to enabling the query.
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Renderer::GetInstance()->ApplyState();
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Gfx::GetInstance()->ApplyState();
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if (group == PQG_ZCOMP_ZCOMPLOC || group == PQG_ZCOMP)
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{
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@ -261,7 +262,7 @@ void PerfQuery::PartialFlush(bool resolve, bool blocking)
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{
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// Submit a command buffer if there are unresolved queries (to write them to the buffer).
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if (resolve && m_unresolved_queries > 0)
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Renderer::GetInstance()->ExecuteCommandList(false);
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Gfx::GetInstance()->ExecuteCommandList(false);
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ReadbackQueries(blocking);
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}
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