[D3D12] Cleanup raw buffer view creation
This commit is contained in:
@@ -78,9 +78,7 @@ bool RenderTargetCache::Initialize() {
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D3D12_RESOURCE_DESC edram_buffer_desc;
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edram_buffer_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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edram_buffer_desc.Alignment = 0;
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// First 10 MB is guest pixel data, second 10 MB is 32-bit depth when using
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// D24FS8 so loads/stores don't corrupt multipass rendering.
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edram_buffer_desc.Width = 2 * 2048 * 5120;
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edram_buffer_desc.Width = kEDRAMBufferSize;
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edram_buffer_desc.Height = 1;
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edram_buffer_desc.DepthOrArraySize = 1;
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edram_buffer_desc.MipLevels = 1;
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@@ -1038,16 +1036,8 @@ bool RenderTargetCache::ResolveCopy(SharedMemory* shared_memory,
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0, 2, 2, descriptor_cpu_start, descriptor_gpu_start) == 0) {
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return false;
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}
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D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc;
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srv_desc.Format = DXGI_FORMAT_R32_TYPELESS;
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srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
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srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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srv_desc.Buffer.FirstElement = 0;
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srv_desc.Buffer.NumElements = 2 * 2048 * 1280;
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srv_desc.Buffer.StructureByteStride = 0;
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srv_desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
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device->CreateShaderResourceView(edram_buffer_, &srv_desc,
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descriptor_cpu_start);
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ui::d3d12::util::CreateRawBufferSRV(device, descriptor_cpu_start,
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edram_buffer_, kEDRAMBufferSize);
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shared_memory->CreateRawUAV(
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provider->OffsetViewDescriptor(descriptor_cpu_start, 1));
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@@ -1202,27 +1192,11 @@ bool RenderTargetCache::ResolveCopy(SharedMemory* shared_memory,
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0, sizeof(load_root_constants) / sizeof(uint32_t), &load_root_constants,
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0);
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D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc;
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srv_desc.Format = DXGI_FORMAT_R32_TYPELESS;
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srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
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srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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srv_desc.Buffer.FirstElement = 0;
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srv_desc.Buffer.NumElements = 2048 * 1280;
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srv_desc.Buffer.StructureByteStride = 0;
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srv_desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
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device->CreateShaderResourceView(edram_buffer_, &srv_desc,
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descriptor_cpu_start);
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D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc;
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uav_desc.Format = DXGI_FORMAT_R32_TYPELESS;
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uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
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uav_desc.Buffer.FirstElement = 0;
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uav_desc.Buffer.NumElements = render_target->copy_buffer_size >> 2;
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uav_desc.Buffer.StructureByteStride = 0;
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uav_desc.Buffer.CounterOffsetInBytes = 0;
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uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
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device->CreateUnorderedAccessView(
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copy_buffer, nullptr, &uav_desc,
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provider->OffsetViewDescriptor(descriptor_cpu_start, 1));
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ui::d3d12::util::CreateRawBufferSRV(device, descriptor_cpu_start,
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edram_buffer_, kEDRAMBufferSize);
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ui::d3d12::util::CreateRawBufferUAV(
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device, provider->OffsetViewDescriptor(descriptor_cpu_start, 1),
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copy_buffer, render_target->copy_buffer_size);
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command_list->SetComputeRootDescriptorTable(1, descriptor_gpu_start);
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command_processor_->SetComputePipeline(
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@@ -1330,8 +1304,10 @@ bool RenderTargetCache::ResolveCopy(SharedMemory* shared_memory,
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0, sizeof(resolve_root_constants) / sizeof(uint32_t),
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&resolve_root_constants, 0);
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srv_desc.Format = GetColorDXGIFormat(ColorRenderTargetFormat(src_format));
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srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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D3D12_SHADER_RESOURCE_VIEW_DESC rt_srv_desc;
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rt_srv_desc.Format =
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GetColorDXGIFormat(ColorRenderTargetFormat(src_format));
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rt_srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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if (dest_swap) {
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switch (ColorRenderTargetFormat(src_format)) {
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case ColorRenderTargetFormat::k_8_8_8_8:
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@@ -1342,22 +1318,22 @@ bool RenderTargetCache::ResolveCopy(SharedMemory* shared_memory,
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case ColorRenderTargetFormat::k_16_16_16_16_FLOAT:
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case ColorRenderTargetFormat::k_2_10_10_10_AS_16_16_16_16:
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case ColorRenderTargetFormat::k_2_10_10_10_FLOAT_AS_16_16_16_16:
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srv_desc.Shader4ComponentMapping =
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rt_srv_desc.Shader4ComponentMapping =
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D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(2, 1, 0, 3);
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break;
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default:
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srv_desc.Shader4ComponentMapping =
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rt_srv_desc.Shader4ComponentMapping =
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D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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}
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} else {
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srv_desc.Shader4ComponentMapping =
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rt_srv_desc.Shader4ComponentMapping =
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D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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}
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srv_desc.Texture2D.MostDetailedMip = 0;
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srv_desc.Texture2D.MipLevels = 1;
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srv_desc.Texture2D.PlaneSlice = 0;
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srv_desc.Texture2D.ResourceMinLODClamp = 0.0f;
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device->CreateShaderResourceView(render_target->resource, &srv_desc,
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rt_srv_desc.Texture2D.MostDetailedMip = 0;
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rt_srv_desc.Texture2D.MipLevels = 1;
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rt_srv_desc.Texture2D.PlaneSlice = 0;
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rt_srv_desc.Texture2D.ResourceMinLODClamp = 0.0f;
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device->CreateShaderResourceView(render_target->resource, &rt_srv_desc,
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descriptor_cpu_start);
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command_list->SetGraphicsRootDescriptorTable(1, descriptor_gpu_start);
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@@ -1507,16 +1483,8 @@ bool RenderTargetCache::ResolveClear(uint32_t edram_base,
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command_list->SetComputeRootSignature(edram_clear_root_signature_);
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command_list->SetComputeRoot32BitConstants(
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0, sizeof(root_constants) / sizeof(uint32_t), &root_constants, 0);
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D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc;
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uav_desc.Format = DXGI_FORMAT_R32_TYPELESS;
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uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
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uav_desc.Buffer.FirstElement = 0;
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uav_desc.Buffer.NumElements = 2 * 2048 * 1280;
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uav_desc.Buffer.StructureByteStride = 0;
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uav_desc.Buffer.CounterOffsetInBytes = 0;
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uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
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device->CreateUnorderedAccessView(edram_buffer_, nullptr, &uav_desc,
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descriptor_cpu_start);
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ui::d3d12::util::CreateRawBufferUAV(device, descriptor_cpu_start,
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edram_buffer_, kEDRAMBufferSize);
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command_list->SetComputeRootDescriptorTable(1, descriptor_gpu_start);
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command_list->Dispatch(row_tiles, rows, 1);
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command_processor_->PushUAVBarrier(edram_buffer_);
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@@ -2040,31 +2008,15 @@ void RenderTargetCache::StoreRenderTargetsToEDRAM() {
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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edram_buffer_state_ = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
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// Prepare for storing.
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// Set up the bindings.
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auto provider = command_processor_->GetD3D12Context()->GetD3D12Provider();
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auto device = provider->GetDevice();
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D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc;
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srv_desc.Format = DXGI_FORMAT_R32_TYPELESS;
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srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
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srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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srv_desc.Buffer.FirstElement = 0;
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srv_desc.Buffer.NumElements = copy_buffer_size >> 2;
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srv_desc.Buffer.StructureByteStride = 0;
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srv_desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
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device->CreateShaderResourceView(copy_buffer, &srv_desc,
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descriptor_cpu_start);
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D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc;
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uav_desc.Format = DXGI_FORMAT_R32_TYPELESS;
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uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
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uav_desc.Buffer.FirstElement = 0;
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uav_desc.Buffer.NumElements = 2 * 2048 * 1280;
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uav_desc.Buffer.StructureByteStride = 0;
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uav_desc.Buffer.CounterOffsetInBytes = 0;
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uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
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device->CreateUnorderedAccessView(
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edram_buffer_, nullptr, &uav_desc,
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provider->OffsetViewDescriptor(descriptor_cpu_start, 1));
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command_list->SetComputeRootSignature(edram_load_store_root_signature_);
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ui::d3d12::util::CreateRawBufferSRV(device, descriptor_cpu_start, copy_buffer,
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copy_buffer_size);
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ui::d3d12::util::CreateRawBufferUAV(
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device, provider->OffsetViewDescriptor(descriptor_cpu_start, 1),
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edram_buffer_, kEDRAMBufferSize);
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command_list->SetComputeRootDescriptorTable(1, descriptor_gpu_start);
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// Sort the bindings in ascending order of EDRAM base so data in the render
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@@ -2209,28 +2161,12 @@ void RenderTargetCache::LoadRenderTargetsFromEDRAM(
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// Set up the bindings.
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auto provider = command_processor_->GetD3D12Context()->GetD3D12Provider();
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auto device = provider->GetDevice();
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D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc;
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srv_desc.Format = DXGI_FORMAT_R32_TYPELESS;
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srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
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srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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srv_desc.Buffer.FirstElement = 0;
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srv_desc.Buffer.NumElements = 2 * 2048 * 1280;
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srv_desc.Buffer.StructureByteStride = 0;
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srv_desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
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device->CreateShaderResourceView(edram_buffer_, &srv_desc,
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descriptor_cpu_start);
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D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc;
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uav_desc.Format = DXGI_FORMAT_R32_TYPELESS;
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uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
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uav_desc.Buffer.FirstElement = 0;
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uav_desc.Buffer.NumElements = copy_buffer_size >> 2;
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uav_desc.Buffer.StructureByteStride = 0;
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uav_desc.Buffer.CounterOffsetInBytes = 0;
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uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
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device->CreateUnorderedAccessView(
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copy_buffer, nullptr, &uav_desc,
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provider->OffsetViewDescriptor(descriptor_cpu_start, 1));
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command_list->SetComputeRootSignature(edram_load_store_root_signature_);
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ui::d3d12::util::CreateRawBufferSRV(device, descriptor_cpu_start,
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edram_buffer_, kEDRAMBufferSize);
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ui::d3d12::util::CreateRawBufferUAV(
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device, provider->OffsetViewDescriptor(descriptor_cpu_start, 1),
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copy_buffer, copy_buffer_size);
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command_list->SetComputeRootDescriptorTable(1, descriptor_gpu_start);
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// Load each render target.
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