[D3D12] Non-indexed triangle fans and resource creation refactoring
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@@ -76,23 +76,13 @@ bool RenderTargetCache::Initialize() {
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// Create the buffer for reinterpreting EDRAM contents.
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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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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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edram_buffer_desc.Format = DXGI_FORMAT_UNKNOWN;
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edram_buffer_desc.SampleDesc.Count = 1;
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edram_buffer_desc.SampleDesc.Quality = 0;
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edram_buffer_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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edram_buffer_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
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D3D12_HEAP_PROPERTIES edram_buffer_heap_properties = {};
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edram_buffer_heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
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ui::d3d12::util::FillBufferResourceDesc(
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edram_buffer_desc, kEDRAMBufferSize,
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D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS);
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// The first operation will be a clear.
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edram_buffer_state_ = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
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if (FAILED(device->CreateCommittedResource(
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&edram_buffer_heap_properties, D3D12_HEAP_FLAG_NONE,
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&ui::d3d12::util::kHeapPropertiesDefault, D3D12_HEAP_FLAG_NONE,
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&edram_buffer_desc, edram_buffer_state_, nullptr,
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IID_PPV_ARGS(&edram_buffer_)))) {
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XELOGE("Failed to create the EDRAM buffer");
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