[D3D12] Some stats in the profiler, tweak tiled buffer heap sizes
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@@ -549,9 +549,9 @@ class TextureCache {
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ID3D12Resource* scaled_resolve_buffer_ = nullptr;
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D3D12_RESOURCE_STATES scaled_resolve_buffer_state_ =
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
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// Not very big heaps (32 MB) because they are needed pretty sparsely. One
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// Not very big heaps (16 MB) because they are needed pretty sparsely. One
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// scaled 1280x720x32bpp texture is slighly bigger than 14 MB.
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static constexpr uint32_t kScaledResolveHeapSizeLog2 = 25;
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static constexpr uint32_t kScaledResolveHeapSizeLog2 = 24;
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static constexpr uint32_t kScaledResolveHeapSize =
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1 << kScaledResolveHeapSizeLog2;
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static_assert(
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@@ -560,6 +560,8 @@ class TextureCache {
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// Resident portions of the tiled buffer.
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ID3D12Heap* scaled_resolve_heaps_[kScaledResolveBufferSize >>
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kScaledResolveHeapSizeLog2] = {};
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// Number of currently resident portions of the tiled buffer, for profiling.
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uint32_t scaled_resolve_heap_count_ = 0;
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// Bit vector storing whether each 4 KB physical memory page contains scaled
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// resolve data. uint32_t rather than uint64_t because parts of it are sent to
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// shaders.
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