d3d12: Remove Windows-specific macros
These all have trivial standard or Mesa replacements Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7780>
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@@ -107,7 +107,7 @@ allocate_function_from_predefined(struct dxil_module *mod,
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const char *name,
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enum overload_type overload)
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{
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for (unsigned i = 0; i < ARRAYSIZE(predefined_funcs); ++i) {
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for (unsigned i = 0; i < ARRAY_SIZE(predefined_funcs); ++i) {
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if (!strcmp(predefined_funcs[i].base_name, name)) {
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return dxil_alloc_func(mod, name, overload,
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predefined_funcs[i].retval_descr,
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@@ -30,6 +30,7 @@
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#include "util/rb_tree.h"
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#include <assert.h>
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#include <stdio.h>
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void
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dxil_module_init(struct dxil_module *m, void *ralloc_ctx)
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@@ -811,11 +812,11 @@ dxil_module_get_res_type(struct dxil_module *m, enum dxil_resource_kind kind,
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const struct dxil_type *component_type = dxil_module_get_type_from_comp_type(m, comp_type);
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const struct dxil_type *vec_type = dxil_module_get_vector_type(m, component_type, 4);
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char class_name[64] = { 0 };
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sprintf_s(class_name, 64, "class.%s%s<vector<%s, 4>%s>",
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readwrite ? "RW" : "",
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get_res_dimension_type_name(kind),
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get_res_comp_type_name(comp_type),
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get_res_ms_postfix(kind));
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snprintf(class_name, 64, "class.%s%s<vector<%s, 4>%s>",
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readwrite ? "RW" : "",
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get_res_dimension_type_name(kind),
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get_res_comp_type_name(comp_type),
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get_res_ms_postfix(kind));
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return dxil_module_get_struct_type(m, class_name, &vec_type, 1);
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}
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@@ -4019,7 +4019,7 @@ emit_module(struct ntd_context *ctx, nir_shader *s, const struct nir_to_dxil_opt
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}
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if (ctx->mod.feats.native_low_precision)
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ctx->mod.minor_version = max(ctx->mod.minor_version, 2);
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ctx->mod.minor_version = MAX2(ctx->mod.minor_version, 2);
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return emit_metadata(ctx, s) &&
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dxil_emit_module(&ctx->mod);
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@@ -256,7 +256,7 @@ void ResourceStateManager::ProcessTransitioningResource(ID3D12Resource* pTransit
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bool bAllSubresourcesAtOnce = CurrentState.AreAllSubresourcesSame() && DestinationState.AreAllSubresourcesSame();
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D3D12_RESOURCE_BARRIER TransitionDesc;
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ZeroMemory(&TransitionDesc, sizeof(TransitionDesc));
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memset(&TransitionDesc, 0, sizeof(TransitionDesc));
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TransitionDesc.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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TransitionDesc.Transition.pResource = pTransitioningResource;
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