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https://git.h3cjp.net/H3cJP/yuzu.git
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Pica: Add primitive assembly stage.
This commit is contained in:
parent
c526512619
commit
9a76a2d061
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@ -1,4 +1,5 @@
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set(SRCS command_processor.cpp
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set(SRCS command_processor.cpp
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primitive_assembly.cpp
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utils.cpp
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utils.cpp
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vertex_shader.cpp
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vertex_shader.cpp
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video_core.cpp
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video_core.cpp
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@ -6,6 +7,7 @@ set(SRCS command_processor.cpp
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set(HEADERS command_processor.h
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set(HEADERS command_processor.h
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math.h
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math.h
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primitive_assembly.h
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utils.h
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utils.h
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video_core.h
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video_core.h
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renderer_base.h
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renderer_base.h
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@ -5,6 +5,7 @@
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#include "command_processor.h"
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#include "command_processor.h"
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#include "math.h"
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#include "math.h"
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#include "pica.h"
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#include "pica.h"
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#include "primitive_assembly.h"
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#include "vertex_shader.h"
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#include "vertex_shader.h"
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@ -100,7 +101,7 @@ static inline void WritePicaReg(u32 id, u32 value) {
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// TODO: Add processed vertex to vertex cache!
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// TODO: Add processed vertex to vertex cache!
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}
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}
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// TODO: Submit vertex to primitive assembly
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PrimitiveAssembly::SubmitVertex(output);
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}
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}
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break;
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break;
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}
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}
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@ -221,7 +221,18 @@ struct Regs {
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u32 trigger_draw;
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u32 trigger_draw;
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u32 trigger_draw_indexed;
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u32 trigger_draw_indexed;
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INSERT_PADDING_WORDS(0x8a);
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INSERT_PADDING_WORDS(0x2e);
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enum class TriangleTopology : u32 {
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List = 0,
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Strip = 1,
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Fan = 2,
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ListIndexed = 3, // TODO: No idea if this is correct
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};
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BitField<8, 2, TriangleTopology> triangle_topology;
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INSERT_PADDING_WORDS(0x5b);
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// Offset to shader program entry point (in words)
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// Offset to shader program entry point (in words)
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BitField<0, 16, u32> vs_main_offset;
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BitField<0, 16, u32> vs_main_offset;
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@ -334,6 +345,7 @@ struct Regs {
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ADD_FIELD(num_vertices);
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ADD_FIELD(num_vertices);
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ADD_FIELD(trigger_draw);
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ADD_FIELD(trigger_draw);
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ADD_FIELD(trigger_draw_indexed);
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ADD_FIELD(trigger_draw_indexed);
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ADD_FIELD(triangle_topology);
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ADD_FIELD(vs_main_offset);
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ADD_FIELD(vs_main_offset);
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ADD_FIELD(vs_input_register_map);
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ADD_FIELD(vs_input_register_map);
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ADD_FIELD(vs_uniform_setup);
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ADD_FIELD(vs_uniform_setup);
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@ -386,6 +398,7 @@ ASSERT_REG_POSITION(index_array, 0x227);
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ASSERT_REG_POSITION(num_vertices, 0x228);
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ASSERT_REG_POSITION(num_vertices, 0x228);
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ASSERT_REG_POSITION(trigger_draw, 0x22e);
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ASSERT_REG_POSITION(trigger_draw, 0x22e);
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ASSERT_REG_POSITION(trigger_draw_indexed, 0x22f);
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ASSERT_REG_POSITION(trigger_draw_indexed, 0x22f);
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ASSERT_REG_POSITION(triangle_topology, 0x25e);
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ASSERT_REG_POSITION(vs_main_offset, 0x2ba);
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ASSERT_REG_POSITION(vs_main_offset, 0x2ba);
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ASSERT_REG_POSITION(vs_input_register_map, 0x2bb);
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ASSERT_REG_POSITION(vs_input_register_map, 0x2bb);
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ASSERT_REG_POSITION(vs_uniform_setup, 0x2c0);
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ASSERT_REG_POSITION(vs_uniform_setup, 0x2c0);
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52
src/video_core/primitive_assembly.cpp
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52
src/video_core/primitive_assembly.cpp
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@ -0,0 +1,52 @@
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// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "pica.h"
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#include "primitive_assembly.h"
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#include "vertex_shader.h"
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namespace Pica {
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namespace PrimitiveAssembly {
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static OutputVertex buffer[2];
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static int buffer_index = 0; // TODO: reset this on emulation restart
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void SubmitVertex(OutputVertex& vtx)
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{
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switch (registers.triangle_topology) {
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case Regs::TriangleTopology::List:
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case Regs::TriangleTopology::ListIndexed:
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if (buffer_index < 2) {
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buffer[buffer_index++] = vtx;
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} else {
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buffer_index = 0;
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// TODO
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// Clipper::ProcessTriangle(buffer[0], buffer[1], vtx);
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}
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break;
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case Regs::TriangleTopology::Fan:
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if (buffer_index == 2) {
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buffer_index = 0;
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// TODO
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// Clipper::ProcessTriangle(buffer[0], buffer[1], vtx);
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buffer[1] = vtx;
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} else {
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buffer[buffer_index++] = vtx;
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}
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break;
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default:
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ERROR_LOG(GPU, "Unknown triangle mode %x:", (int)registers.triangle_topology.Value());
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break;
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}
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}
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} // namespace
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} // namespace
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21
src/video_core/primitive_assembly.h
Normal file
21
src/video_core/primitive_assembly.h
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@ -0,0 +1,21 @@
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// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#pragma once
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namespace Pica {
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namespace VertexShader {
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struct OutputVertex;
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}
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namespace PrimitiveAssembly {
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using VertexShader::OutputVertex;
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void SubmitVertex(OutputVertex& vtx);
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} // namespace
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} // namespace
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@ -21,6 +21,7 @@
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<ItemGroup>
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<ItemGroup>
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<ClCompile Include="renderer_opengl\renderer_opengl.cpp" />
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<ClCompile Include="renderer_opengl\renderer_opengl.cpp" />
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<ClCompile Include="command_processor.cpp" />
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<ClCompile Include="command_processor.cpp" />
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<ClCompile Include="primitive_assembly.cpp" />
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<ClCompile Include="utils.cpp" />
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<ClCompile Include="utils.cpp" />
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<ClCompile Include="vertex_shader.cpp" />
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<ClCompile Include="vertex_shader.cpp" />
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<ClCompile Include="video_core.cpp" />
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<ClCompile Include="video_core.cpp" />
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@ -30,6 +31,7 @@
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<ClInclude Include="gpu_debugger.h" />
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<ClInclude Include="gpu_debugger.h" />
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<ClInclude Include="math.h" />
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<ClInclude Include="math.h" />
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<ClInclude Include="pica.h" />
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<ClInclude Include="pica.h" />
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<ClInclude Include="primitive_assembly.h" />
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<ClInclude Include="renderer_base.h" />
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<ClInclude Include="renderer_base.h" />
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<ClInclude Include="utils.h" />
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<ClInclude Include="utils.h" />
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<ClInclude Include="vertex_shader.h" />
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<ClInclude Include="vertex_shader.h" />
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@ -10,6 +10,7 @@
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<Filter>renderer_opengl</Filter>
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<Filter>renderer_opengl</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="command_processor.cpp" />
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<ClCompile Include="command_processor.cpp" />
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<ClCompile Include="primitive_assembly.cpp" />
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<ClCompile Include="utils.cpp" />
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<ClCompile Include="utils.cpp" />
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<ClCompile Include="vertex_shader.cpp" />
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<ClCompile Include="vertex_shader.cpp" />
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<ClCompile Include="video_core.cpp" />
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<ClCompile Include="video_core.cpp" />
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<ClInclude Include="gpu_debugger.h" />
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<ClInclude Include="gpu_debugger.h" />
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<ClInclude Include="math.h" />
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<ClInclude Include="math.h" />
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<ClInclude Include="pica.h" />
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<ClInclude Include="pica.h" />
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<ClInclude Include="primitive_assembly.h" />
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<ClInclude Include="renderer_base.h" />
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<ClInclude Include="renderer_base.h" />
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<ClInclude Include="utils.h" />
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<ClInclude Include="utils.h" />
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<ClInclude Include="vertex_shader.h" />
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<ClInclude Include="vertex_shader.h" />
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