Rewrite host GPU abstraction
- Don't have to repeat the same thing for 4 renderers. - Add native Metal renderer.
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@ -6,16 +6,20 @@
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<ClCompile>
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<PreprocessorDefinitions>%(PreprocessorDefinitions);SOUNDTOUCH_FLOAT_SAMPLES;SOUNDTOUCH_ALLOW_SSE;ST_NO_EXCEPTION_HANDLING=1</PreprocessorDefinitions>
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<PreprocessorDefinitions>WITH_CUBEB=1;WITH_SDL2=1;WITH_DINPUT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions Condition="'$(Platform)'!='ARM64'">%(PreprocessorDefinitions);WITH_OPENGL=1;WITH_VULKAN=1</PreprocessorDefinitions>
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<PreprocessorDefinitions Condition="'$(Platform)'=='ARM64'">%(PreprocessorDefinitions);SOUNDTOUCH_USE_NEON</PreprocessorDefinitions>
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<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories);$(SolutionDir)dep\soundtouch\include;$(SolutionDir)dep\imgui\include;$(SolutionDir)dep\simpleini\include;$(SolutionDir)dep\libchdr\include;$(SolutionDir)dep\cubeb\include;$(SolutionDir)dep\stb\include</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories);$(SolutionDir)dep\soundtouch\include;$(SolutionDir)dep\imgui\include;$(SolutionDir)dep\simpleini\include;$(SolutionDir)dep\libchdr\include;$(SolutionDir)dep\cubeb\include;$(SolutionDir)dep\d3d12ma\include;$(SolutionDir)dep\zstd\lib</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories Condition="'$(Platform)'!='ARM64'">%(AdditionalIncludeDirectories);$(SolutionDir)dep\glad\include;$(SolutionDir)dep\vulkan\include;$(SolutionDir)dep\glslang</AdditionalIncludeDirectories>
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</ClCompile>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup>
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<Link>
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<AdditionalDependencies>d3dcompiler.lib;d3d11.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>%(AdditionalDependencies);d3d11.lib;d3d12.lib;d3dcompiler.lib;dxgi.lib;Dwmapi.lib</AdditionalDependencies>
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<AdditionalDependencies Condition="'$(Platform)'!='ARM64'">%(AdditionalDependencies);opengl32.lib</AdditionalDependencies>
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</Link>
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</ItemDefinitionGroup>
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<Import Project="..\..\dep\msvc\vsprops\SDL2Compile.props" />
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<Import Project="..\..\dep\msvc\winpixeventruntime\WinPixEventRuntime.props" />
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</Project>
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