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GPU_Null derives straight from GPUCommon and has no thin3d context, framebuffer manager, texture cache or shaders. It runs display lists with the flow control, bounding boxes, matrix loads (the hardware backends'), immediate vertices and block transfers of the others, moves the vertex and index pointers past each draw and curve, and charges the per-vertex and fill cost the software renderer does. A DrawEngineCommon that queues nothing provides the vertex decoders. It's for measuring the CPU emulation. From savestates, God of War, Tekken 6, Wipeout Pure and LocoRoco flip the same frames in 10 emulated seconds as with Vulkan and software, in 44-77% fewer instructions than Vulkan. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
224 lines
5.8 KiB
CMake
224 lines
5.8 KiB
CMake
set(GPUArch)
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list(APPEND GPUArch
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Common/VertexDecoderArm.cpp
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Common/VertexDecoderArm64.cpp
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Common/VertexDecoderX86.cpp
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Common/VertexDecoderRiscV.cpp
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Common/VertexDecoderLoongArch64.cpp
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)
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set(GPU_GLES
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GLES/StencilBufferGLES.cpp
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GLES/GPU_GLES.cpp
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GLES/GPU_GLES.h
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GLES/FragmentTestCacheGLES.cpp
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GLES/FragmentTestCacheGLES.h
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GLES/FramebufferManagerGLES.cpp
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GLES/FramebufferManagerGLES.h
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GLES/ShaderManagerGLES.cpp
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GLES/ShaderManagerGLES.h
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GLES/StateMappingGLES.cpp
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GLES/StateMappingGLES.h
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GLES/TextureCacheGLES.cpp
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GLES/TextureCacheGLES.h
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GLES/DrawEngineGLES.cpp
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GLES/DrawEngineGLES.h
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)
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set(GPU_VULKAN
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Vulkan/DebugVisVulkan.cpp
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Vulkan/DebugVisVulkan.h
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Vulkan/DrawEngineVulkan.cpp
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Vulkan/DrawEngineVulkan.h
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Vulkan/FramebufferManagerVulkan.cpp
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Vulkan/FramebufferManagerVulkan.h
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Vulkan/GPU_Vulkan.cpp
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Vulkan/GPU_Vulkan.h
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Vulkan/PipelineManagerVulkan.cpp
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Vulkan/PipelineManagerVulkan.h
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Vulkan/ShaderManagerVulkan.cpp
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Vulkan/ShaderManagerVulkan.h
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Vulkan/StateMappingVulkan.cpp
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Vulkan/StateMappingVulkan.h
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Vulkan/TextureCacheVulkan.cpp
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Vulkan/TextureCacheVulkan.h
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Vulkan/VulkanUtil.cpp
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Vulkan/VulkanUtil.h
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)
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set(GPU_D3D11
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D3D11/DrawEngineD3D11.cpp
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D3D11/DrawEngineD3D11.h
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D3D11/FramebufferManagerD3D11.cpp
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D3D11/FramebufferManagerD3D11.h
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D3D11/GPU_D3D11.cpp
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D3D11/GPU_D3D11.h
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D3D11/D3D11Util.cpp
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D3D11/D3D11Util.h
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D3D11/ShaderManagerD3D11.cpp
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D3D11/ShaderManagerD3D11.h
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D3D11/StateMappingD3D11.cpp
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D3D11/StateMappingD3D11.h
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D3D11/TextureCacheD3D11.cpp
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D3D11/TextureCacheD3D11.h
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)
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# We build Vulkan even on Apple to avoid annoying build differences.
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set(GPU_IMPLS ${GPU_VULKAN})
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if(NOT NO_OPENGL)
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list(APPEND GPU_IMPLS ${GPU_GLES})
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endif()
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if(WIN32)
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list(APPEND GPU_IMPLS ${GPU_D3D11})
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endif()
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set(GPU_SOURCES
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${GPUArch}
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${GPU_IMPLS}
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${GPU_NEON}
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Common/Draw2D.cpp
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Common/Draw2D.h
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Common/DepthBufferCommon.cpp
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Common/DepthRaster.cpp
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Common/DepthRaster.h
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Common/DepthSwizzle.h
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Common/TextureShaderCommon.cpp
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Common/TextureShaderCommon.h
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Common/DepalettizeShaderCommon.cpp
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Common/DepalettizeShaderCommon.h
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Common/FragmentShaderGenerator.cpp
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Common/FragmentShaderGenerator.h
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Common/VertexShaderGenerator.cpp
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Common/VertexShaderGenerator.h
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Common/FramebufferManagerCommon.cpp
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Common/FramebufferManagerCommon.h
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Common/GPUDebugInterface.cpp
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Common/GPUDebugInterface.h
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Common/GPUStateUtils.cpp
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Common/GPUStateUtils.h
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Common/DrawEngineCommon.cpp
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Common/DrawEngineCommon.h
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Common/PresentationCommon.cpp
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Common/PresentationCommon.h
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Common/ReinterpretFramebuffer.cpp
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Common/ReinterpretFramebuffer.h
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Common/ShaderId.cpp
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Common/ShaderId.h
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Common/ShaderUniforms.cpp
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Common/ShaderUniforms.h
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Common/ShaderCommon.cpp
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Common/ShaderCommon.h
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Common/SplineCommon.cpp
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Common/SplineCommon.h
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Common/StencilCommon.cpp
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Common/StencilCommon.h
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Common/SoftwareTransformCommon.cpp
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Common/SoftwareLighting.h
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Common/SoftwareTransformCommon.h
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Common/VertexDecoderCommon.cpp
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Common/VertexDecoderCommon.h
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Common/VertexDecoderHandwritten.cpp
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Common/VertexDecoderHandwritten.h
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Common/VertexReader.h
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Common/TransformCommon.cpp
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Common/TransformCommon.h
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Common/IndexGenerator.cpp
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Common/IndexGenerator.h
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Common/ImageCommon.h
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Common/TextureDecoder.cpp
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Common/TextureDecoder.h
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Common/TextureCacheCommon.cpp
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Common/TextureCacheCommon.h
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Common/TextureScalerCommon.cpp
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Common/TextureScalerCommon.h
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Common/PostShader.cpp
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Common/PostShader.h
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Common/TextureReplacer.cpp
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Common/TextureReplacer.h
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Common/ReplacedTexture.cpp
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Common/ReplacedTexture.h
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Debugger/Breakpoints.cpp
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Debugger/Breakpoints.h
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Debugger/Debugger.cpp
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Debugger/Debugger.h
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Debugger/GECommandTable.cpp
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Debugger/GECommandTable.h
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Debugger/Playback.cpp
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Debugger/Playback.h
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Debugger/Record.cpp
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Debugger/Record.h
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Debugger/RecordFormat.h
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Debugger/State.cpp
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Debugger/State.h
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Debugger/Stepping.cpp
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Debugger/Stepping.h
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ge_constants.h
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GeConstants.cpp
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GPUDefinitions.h
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GeDisasm.cpp
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GeDisasm.h
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GPU.cpp
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GPU.h
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GPUCommon.cpp
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GPUCommon.h
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GPUCommonHW.cpp
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GPUCommonHW.h
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GPUState.cpp
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GPUState.h
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GPUStateSIMDUtil.h
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Math3D.cpp
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Math3D.h
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Software/BinManager.cpp
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Software/BinManager.h
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Software/Clipper.cpp
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Software/Clipper.h
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Software/DrawPixel.cpp
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Software/DrawPixel.h
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Software/FuncId.cpp
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Software/FuncId.h
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Software/GEMath.cpp
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Software/GEMath.h
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Software/Lighting.cpp
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Software/Lighting.h
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Software/Rasterizer.cpp
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Software/Rasterizer.h
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Software/RasterizerRectangle.cpp
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Software/RasterizerRectangle.h
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Software/RasterizerTypes.h
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Software/Sampler.cpp
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Software/Sampler.h
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Software/SoftGpu.cpp
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Software/SoftGpu.h
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Null/GPU_Null.cpp
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Null/GPU_Null.h
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Software/TransformUnit.cpp
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Software/TransformUnit.h
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)
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# GPU has a genuine two-way dependency with Core (Core/System.cpp calls GPU_Init(), while
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# all of GPU/ calls back into Core for Memory/Config/CoreTiming/etc). An OBJECT library's
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# object files are always included wherever it's consumed rather than being lazily pulled
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# from an archive, which sidesteps the GNU ld single-pass archive-ordering problem a normal
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# two-way STATIC dependency would hit. Core links this PUBLICLY so consumers of Core get it.
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add_library(GPU OBJECT ${GPU_SOURCES})
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target_compile_features(GPU PUBLIC cxx_std_17)
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if(LIBRETRO)
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target_include_directories(GPU PRIVATE ${CMAKE_SOURCE_DIR}/libretro/libretro-common/include)
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endif()
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setup_target_project(GPU GPU)
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# The only direct external dependencies of GPU/ itself (as opposed to Common/GPU/*, which
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# already carries its own GL/Vulkan loader abstractions): raw gl*() calls in GPU/GLES, direct
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# ZSTD_compress/decompress calls in GPU/Debugger/Record.cpp and Playback.cpp, and Playback.cpp
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# also calls snappy_uncompress() directly.
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target_link_libraries(GPU PUBLIC ${OPENGL_LIBRARIES} ${X11_LIBRARIES} Ext::Snappy)
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if(USE_SYSTEM_ZSTD)
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target_include_directories(GPU PRIVATE ${ZSTD_INCLUDE_DIR})
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target_link_libraries(GPU PUBLIC ${ZSTD_LIBRARY})
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else()
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target_link_libraries(GPU PUBLIC libzstd_static)
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endif()
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