[D3D12] Bindless textures/samplers
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@@ -251,7 +251,7 @@ class RenderTargetCache {
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RenderTargetCache(D3D12CommandProcessor* command_processor,
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RegisterFile* register_file, TraceWriter* trace_writer,
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bool edram_rov_used);
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bool bindless_resources_used, bool edram_rov_used);
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~RenderTargetCache();
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bool Initialize(const TextureCache* texture_cache);
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@@ -284,7 +284,9 @@ class RenderTargetCache {
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// the command processor takes over framebuffer bindings to draw something
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// special. May change the CBV/SRV/UAV descriptor heap.
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void FlushAndUnbindRenderTargets();
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void WriteEDRAMUint32UAVDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE handle);
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void WriteEDRAMR32UintUAVDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE handle);
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void WriteEDRAMRawSRVDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE handle);
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void WriteEDRAMRawUAVDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE handle);
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// Totally necessary to rely on the base format - Too Human switches between
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// 2_10_10_10_FLOAT and 2_10_10_10_FLOAT_AS_16_16_16_16 every draw.
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@@ -436,9 +438,6 @@ class RenderTargetCache {
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void TransitionEDRAMBuffer(D3D12_RESOURCE_STATES new_state);
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void CommitEDRAMBufferUAVWrites(bool force);
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void WriteEDRAMRawSRVDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE handle);
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void WriteEDRAMRawUAVDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE handle);
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void ClearBindings();
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#if 0
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@@ -518,6 +517,7 @@ class RenderTargetCache {
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D3D12CommandProcessor* command_processor_;
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RegisterFile* register_file_;
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TraceWriter* trace_writer_;
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bool bindless_resources_used_;
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bool edram_rov_used_;
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// Whether 1 guest pixel is rendered as 2x2 host pixels (currently only
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@@ -538,7 +538,7 @@ class RenderTargetCache {
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kRawSRV,
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kRawUAV,
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// For ROV access primarily.
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kUint32UAV,
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kR32UintUAV,
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kCount,
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};
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