3rdparty: Add D3D12MemoryAllocator

This commit is contained in:
Connor McLaughlin 2022-03-19 22:15:33 +10:00 committed by refractionpcsx2
parent f7ee35e578
commit 398e468c9e
13 changed files with 12760 additions and 0 deletions

3
3rdparty/d3d12memalloc/CHANGELOG.md vendored Normal file
View File

@ -0,0 +1,3 @@
# 1.0.0</b> (2019-09-02)
First published version.

7
3rdparty/d3d12memalloc/CMakeLists.txt vendored Normal file
View File

@ -0,0 +1,7 @@
add_library(D3D12MemAlloc
include/D3D12MemAlloc.h
src/D3D12MemAlloc.cpp
)
target_include_directories(D3D12MemAlloc PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/include")

19
3rdparty/d3d12memalloc/LICENSE.txt vendored Normal file
View File

@ -0,0 +1,19 @@
Copyright (c) 2019-2022 Advanced Micro Devices, Inc. All rights reserved.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

52
3rdparty/d3d12memalloc/NOTICES.txt vendored Normal file
View File

@ -0,0 +1,52 @@
Notices and licenses file
_________________________
AMD copyrighted code (MIT)
Copyright (c) 2019 Advanced Micro Devices, Inc. All rights reserved.
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy,
modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the
Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Dependecnies on microsoft-directx-graphics-samples v-u (MIT)
Copyright (c) 2019 Advanced Micro Devices, Inc. All rights reserved.
Copyright (c) Microsoft. All rights reserved.
This code is licensed under the MIT License (MIT).
THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF
ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY
IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR
PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT.
gpuopen-librariesandsdks-vulkanmemoryallocator v-u (MIT)
Copyright (c) 2019-2022 Advanced Micro Devices, Inc. All rights reserved.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

113
3rdparty/d3d12memalloc/README.md vendored Normal file
View File

@ -0,0 +1,113 @@
# D3D12 Memory Allocator
Easy to integrate memory allocation library for Direct3D 12.
**Documentation:** Browse online: [D3D12 Memory Allocator](https://gpuopen-librariesandsdks.github.io/D3D12MemoryAllocator/html/) (generated from Doxygen-style comments in [src/D3D12MemAlloc.h](src/D3D12MemAlloc.h))
**License:** MIT. See [LICENSE.txt](LICENSE.txt)
**Changelog:** See [CHANGELOG.md](CHANGELOG.md)
**Product page:** [D3D12 Memory Allocator on GPUOpen](https://gpuopen.com/gaming-product/d3d12-memory-allocator/)
**Build status:**
Windows: [![Build status](https://ci.appveyor.com/api/projects/status/860i07bxv55ydgvg?svg=true)](https://ci.appveyor.com/project/adam-sawicki-amd/d3d12memoryallocator)
[![Average time to resolve an issue](http://isitmaintained.com/badge/resolution/GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator.svg)](http://isitmaintained.com/project/GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator "Average time to resolve an issue")
# Problem
Memory allocation and resource (buffer and texture) creation in new, explicit graphics APIs (Vulkan® and Direct3D 12) is difficult comparing to older graphics APIs like Direct3D 11 or OpenGL® because it is recommended to allocate bigger blocks of memory and assign parts of them to resources. [Vulkan Memory Allocator](https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/) is a library that implements this functionality for Vulkan. It is available online since 2017 and it is successfully used in many software projects, including some AAA game studios. This is an equivalent library for D3D12.
# Features
This library can help developers to manage memory allocations and resource creation by offering function `Allocator::CreateResource` similar to the standard `ID3D12Device::CreateCommittedResource`. It internally:
- Allocates and keeps track of bigger memory heaps, used and unused ranges inside them, finds best matching unused ranges to create new resources there as placed resources.
- Automatically respects size and alignment requirements for created resources.
- Automatically handles resource heap tier - whether it's `D3D12_RESOURCE_HEAP_TIER_1` that requires to keep certain classes of resources separate or `D3D12_RESOURCE_HEAP_TIER_2` that allows to keep them all together.
Additional features:
- Well-documented - description of all classes and functions provided, along with chapters that contain general description and example code.
- Thread-safety: Library is designed to be used in multithreaded code.
- Configuration: Fill optional members of `ALLOCATOR_DESC` structure to provide custom CPU memory allocator and other parameters.
- Customization and integration with custom engines: Predefine appropriate macros to provide your own implementation of external facilities used by the library, like assert, mutex, and atomic.
- Support for resource aliasing (overlap).
- Custom memory pools: Create a pool with desired parameters (e.g. fixed or limited maximum size, custom `D3D12_HEAP_PROPERTIES` and `D3D12_HEAP_FLAGS`) and allocate memory out of it.
- Linear allocator: Create a pool with linear algorithm and use it for much faster allocations and deallocations in free-at-once, stack, double stack, or ring buffer fashion.
- Defragmentation: Let the library move data around to free some memory blocks and make your allocations better compacted.
- Statistics: Obtain brief or detailed statistics about the amount of memory used, unused, number of allocated heaps, number of allocations etc. - globally and per memory heap type. Current memory usage and budget as reported by the system can also be queried.
- Debug annotations: Associate custom `void* pPrivateData` and debug `LPCWSTR pName` with each allocation.
- JSON dump: Obtain a string in JSON format with detailed map of internal state, including list of allocations, their string names, and gaps between them.
- Convert this JSON dump into a picture to visualize your memory using attached Python script.
- Virtual allocator - an API that exposes the core allocation algorithm to be used without allocating real GPU memory, to allocate your own stuff, e.g. sub-allocate pieces of one large buffer.
# Prerequisites
- Self-contained C++ library in single pair of H + CPP files. No external dependencies other than standard C, C++ library and Windows SDK. Some features of C++14 used. STL containers, C++ exceptions, and RTTI are not used.
- Object-oriented interface in a convention similar to D3D12.
- Error handling implemented by returning `HRESULT` error codes - same way as in D3D12.
- Interface documented using Doxygen-style comments.
# Example
Basic usage of this library is very simple. Advanced features are optional. After you created global `Allocator` object, a complete code needed to create a texture may look like this:
```cpp
D3D12_RESOURCE_DESC resourceDesc = {};
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
resourceDesc.Alignment = 0;
resourceDesc.Width = 1024;
resourceDesc.Height = 1024;
resourceDesc.DepthOrArraySize = 1;
resourceDesc.MipLevels = 1;
resourceDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
resourceDesc.SampleDesc.Count = 1;
resourceDesc.SampleDesc.Quality = 0;
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
D3D12MA::ALLOCATION_DESC allocDesc = {};
allocDesc.HeapType = D3D12_HEAP_TYPE_DEFAULT;
D3D12Resource* resource;
D3D12MA::Allocation* allocation;
HRESULT hr = allocator->CreateResource(
&allocDesc, &resourceDesc,
D3D12_RESOURCE_STATE_COPY_DEST, NULL,
&allocation, IID_PPV_ARGS(&resource));
```
With this one function call:
1. `ID3D12Heap` memory block is allocated if needed.
2. An unused region of the memory block is reserved for the allocation.
3. `ID3D12Resource` is created as placed resource, bound to this region.
`Allocation` is an object that represents memory assigned to this texture. It can be queried for parameters like offset and size.
# Binaries
The release comes with precompiled binary executable for "D3D12Sample" application which contains test suite. It is compiled using Visual Studio 2019, so it requires appropriate libraries to work, including "MSVCP140.dll", "VCRUNTIME140.dll", "VCRUNTIME140_1.dll". If its launch fails with error message telling about those files missing, please download and install [Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019](https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads), "x64" version.
# Copyright notice
This software package uses third party software:
- Parts of the code of [Vulkan Memory Allocator](https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/) by AMD, license: MIT
- Parts of the code of [DirectX-Graphics-Samples](https://github.com/microsoft/DirectX-Graphics-Samples) by Microsoft, license: MIT
For more information see [NOTICES.txt](NOTICES.txt).
# Software using this library
- **[The Forge](https://github.com/ConfettiFX/The-Forge)** - cross-platform rendering framework. Apache License 2.0.
[Some other projects on GitHub](https://github.com/search?q=D3D12MemAlloc.h&type=Code) and some game development studios that use DX12 in their games.
# See also
- **[Vulkan Memory Allocator](https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/)** - equivalent library for Vulkan. License: MIT.
- **[TerraFX.Interop.D3D12MemoryAllocator](https://github.com/terrafx/terrafx.interop.d3d12memoryallocator)** - interop bindings for this library for C#, as used by [TerraFX](https://github.com/terrafx/terrafx). License: MIT.

View File

@ -0,0 +1,46 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(SolutionDir)common\vsprops\BaseProjectConfig.props" />
<Import Project="$(SolutionDir)common\vsprops\WinSDK.props" />
<PropertyGroup Label="Globals">
<ProjectGuid>{D45CEC7A-3171-40DD-975D-E1544CF16139}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet>
<WholeProgramOptimization Condition="$(Configuration.Contains(Release))">true</WholeProgramOptimization>
<UseDebugLibraries Condition="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
<UseDebugLibraries Condition="!$(Configuration.Contains(Debug))">false</UseDebugLibraries>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings" />
<ImportGroup Label="PropertySheets">
<Import Project="..\DefaultProjectRootDir.props" />
<Import Project="..\3rdparty.props" />
<Import Condition="$(Configuration.Contains(Debug))" Project="..\..\common\vsprops\CodeGen_Debug.props" />
<Import Condition="$(Configuration.Contains(Devel))" Project="..\..\common\vsprops\CodeGen_Devel.props" />
<Import Condition="$(Configuration.Contains(Release))" Project="..\..\common\vsprops\CodeGen_Release.props" />
<Import Condition="!$(Configuration.Contains(Release))" Project="..\..\common\vsprops\IncrementalLinking.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<CodeAnalysisRuleSet>AllRules.ruleset</CodeAnalysisRuleSet>
</PropertyGroup>
<ItemGroup>
<ClCompile Include="src\D3D12MemAlloc.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="include\D3D12MemAlloc.h" />
</ItemGroup>
<ItemDefinitionGroup>
<ClCompile>
<PreprocessorDefinitions>%(PreprocessorDefinitions)</PreprocessorDefinitions>
<WarningLevel>TurnOffAllWarnings</WarningLevel>
<AdditionalIncludeDirectories>$(ProjectDir)include;$(ProjectDir)src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
</ItemDefinitionGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets" />
</Project>

View File

@ -0,0 +1,9 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<ClCompile Include="src\D3D12MemAlloc.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="include\D3D12MemAlloc.h" />
</ItemGroup>
</Project>

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,58 @@
<?xml version="1.0" encoding="utf-8"?>
<AutoVisualizer xmlns="http://schemas.microsoft.com/vstudio/debugger/natvis/2010">
<Type Name="D3D12MA::Vector&lt;*&gt;">
<DisplayString>{{ Count={m_Count} }}</DisplayString>
<Expand>
<Item Name="[Count]">m_Count</Item>
<Item Name="[Capacity]">m_Capacity</Item>
<ArrayItems>
<Size>m_Count</Size>
<ValuePointer>m_pArray</ValuePointer>
</ArrayItems>
</Expand>
</Type>
<Type Name="D3D12MA::List&lt;*&gt;">
<DisplayString>{{ Count={m_Count} }}</DisplayString>
<Expand>
<Item Name="[Count]">m_Count</Item>
<LinkedListItems>
<Size>m_Count</Size>
<HeadPointer>m_pFront</HeadPointer>
<NextPointer>pNext</NextPointer>
<ValueNode>Value</ValueNode>
</LinkedListItems>
</Expand>
</Type>
<!--
Due to custom way of accesing next items in
D3D12MA::IntrusiveLinkedList via methods in provided type traits,
every specialization must be manually added with
custom <NextPointer> field describing proper way of iterating the list.
-->
<Type Name="D3D12MA::IntrusiveLinkedList&lt;D3D12MA::CommittedAllocationListItemTraits&gt;">
<DisplayString>{{ Count={m_Count} }}</DisplayString>
<Expand>
<Item Name="[Count]">m_Count</Item>
<LinkedListItems>
<Size>m_Count</Size>
<HeadPointer>m_Front</HeadPointer>
<NextPointer>m_Committed.next</NextPointer>
<ValueNode>*this</ValueNode>
</LinkedListItems>
</Expand>
</Type>
<Type Name="D3D12MA::IntrusiveLinkedList&lt;D3D12MA::PoolListItemTraits&gt;">
<DisplayString>{{ Count={m_Count} }}</DisplayString>
<Expand>
<Item Name="[Count]">m_Count</Item>
<LinkedListItems>
<Size>m_Count</Size>
<HeadPointer>m_Front</HeadPointer>
<NextPointer>m_NextPool</NextPointer>
<ValueNode>*this</ValueNode>
</LinkedListItems>
</Expand>
</Type>
</AutoVisualizer>

View File

@ -62,6 +62,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libzip", "3rdparty\libzip\l
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "zstd", "3rdparty\zstd\zstd.vcxproj", "{52244028-937A-44E9-A76B-2BEA18FD239A}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "d3d12memalloc", "3rdparty\d3d12memalloc\d3d12memalloc.vcxproj", "{D45CEC7A-3171-40DD-975D-E1544CF16139}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug AVX2|x64 = Debug AVX2|x64
@ -384,6 +386,18 @@ Global
{52244028-937A-44E9-A76B-2BEA18FD239A}.Release AVX2|x64.Build.0 = Release|x64
{52244028-937A-44E9-A76B-2BEA18FD239A}.Release|x64.ActiveCfg = Release|x64
{52244028-937A-44E9-A76B-2BEA18FD239A}.Release|x64.Build.0 = Release|x64
{D45CEC7A-3171-40DD-975D-E1544CF16139}.Debug AVX2|x64.ActiveCfg = Debug|x64
{D45CEC7A-3171-40DD-975D-E1544CF16139}.Debug AVX2|x64.Build.0 = Debug|x64
{D45CEC7A-3171-40DD-975D-E1544CF16139}.Debug|x64.ActiveCfg = Debug|x64
{D45CEC7A-3171-40DD-975D-E1544CF16139}.Debug|x64.Build.0 = Debug|x64
{D45CEC7A-3171-40DD-975D-E1544CF16139}.Devel AVX2|x64.ActiveCfg = Devel|x64
{D45CEC7A-3171-40DD-975D-E1544CF16139}.Devel AVX2|x64.Build.0 = Devel|x64
{D45CEC7A-3171-40DD-975D-E1544CF16139}.Devel|x64.ActiveCfg = Devel|x64
{D45CEC7A-3171-40DD-975D-E1544CF16139}.Devel|x64.Build.0 = Devel|x64
{D45CEC7A-3171-40DD-975D-E1544CF16139}.Release AVX2|x64.ActiveCfg = Release|x64
{D45CEC7A-3171-40DD-975D-E1544CF16139}.Release AVX2|x64.Build.0 = Release|x64
{D45CEC7A-3171-40DD-975D-E1544CF16139}.Release|x64.ActiveCfg = Release|x64
{D45CEC7A-3171-40DD-975D-E1544CF16139}.Release|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@ -412,6 +426,7 @@ Global
{812B4434-FD6B-4CB2-8865-5FD8EB34B046} = {78EBE642-7A4D-4EA7-86BE-5639C6646C38}
{20B2E9FE-F020-42A0-B324-956F5B06EA68} = {78EBE642-7A4D-4EA7-86BE-5639C6646C38}
{52244028-937A-44E9-A76B-2BEA18FD239A} = {78EBE642-7A4D-4EA7-86BE-5639C6646C38}
{D45CEC7A-3171-40DD-975D-E1544CF16139} = {78EBE642-7A4D-4EA7-86BE-5639C6646C38}
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {0BC474EA-3628-45D3-9DBC-E22D0B7E0F77}

View File

@ -66,6 +66,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libzip", "3rdparty\libzip\l
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "zstd", "3rdparty\zstd\zstd.vcxproj", "{52244028-937A-44E9-A76B-2BEA18FD239A}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "d3d12memalloc", "3rdparty\d3d12memalloc\d3d12memalloc.vcxproj", "{D45CEC7A-3171-40DD-975D-E1544CF16139}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug AVX2|x64 = Debug AVX2|x64
@ -388,6 +390,18 @@ Global
{52244028-937A-44E9-A76B-2BEA18FD239A}.Release AVX2|x64.Build.0 = Release|x64
{52244028-937A-44E9-A76B-2BEA18FD239A}.Release|x64.ActiveCfg = Release|x64
{52244028-937A-44E9-A76B-2BEA18FD239A}.Release|x64.Build.0 = Release|x64
{D45CEC7A-3171-40DD-975D-E1544CF16139}.Debug AVX2|x64.ActiveCfg = Debug|x64
{D45CEC7A-3171-40DD-975D-E1544CF16139}.Debug AVX2|x64.Build.0 = Debug|x64
{D45CEC7A-3171-40DD-975D-E1544CF16139}.Debug|x64.ActiveCfg = Debug|x64
{D45CEC7A-3171-40DD-975D-E1544CF16139}.Debug|x64.Build.0 = Debug|x64
{D45CEC7A-3171-40DD-975D-E1544CF16139}.Devel AVX2|x64.ActiveCfg = Devel|x64
{D45CEC7A-3171-40DD-975D-E1544CF16139}.Devel AVX2|x64.Build.0 = Devel|x64
{D45CEC7A-3171-40DD-975D-E1544CF16139}.Devel|x64.ActiveCfg = Devel|x64
{D45CEC7A-3171-40DD-975D-E1544CF16139}.Devel|x64.Build.0 = Devel|x64
{D45CEC7A-3171-40DD-975D-E1544CF16139}.Release AVX2|x64.ActiveCfg = Release|x64
{D45CEC7A-3171-40DD-975D-E1544CF16139}.Release AVX2|x64.Build.0 = Release|x64
{D45CEC7A-3171-40DD-975D-E1544CF16139}.Release|x64.ActiveCfg = Release|x64
{D45CEC7A-3171-40DD-975D-E1544CF16139}.Release|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@ -417,6 +431,7 @@ Global
{EF6834A9-11F3-4331-BC34-21B325ABB180} = {78EBE642-7A4D-4EA7-86BE-5639C6646C38}
{20B2E9FE-F020-42A0-B324-956F5B06EA68} = {78EBE642-7A4D-4EA7-86BE-5639C6646C38}
{52244028-937A-44E9-A76B-2BEA18FD239A} = {78EBE642-7A4D-4EA7-86BE-5639C6646C38}
{D45CEC7A-3171-40DD-975D-E1544CF16139} = {78EBE642-7A4D-4EA7-86BE-5639C6646C38}
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {0BC474EA-3628-45D3-9DBC-E22D0B7E0F77}

View File

@ -16,6 +16,7 @@ if (WIN32)
add_subdirectory(3rdparty/wil EXCLUDE_FROM_ALL)
add_subdirectory(3rdparty/wxwidgets3.0 EXCLUDE_FROM_ALL)
add_subdirectory(3rdparty/xz EXCLUDE_FROM_ALL)
add_subdirectory(3rdparty/D3D12MemAlloc EXCLUDE_FROM_ALL)
else()
## Use cmake package to find module
if (Linux)