[D3D12] Use typed buffers for texture untiling, calculate guest address once per thread
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@@ -120,7 +120,13 @@ class D3D12CommandProcessor : public CommandProcessor {
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kNullTextureCube,
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kSharedMemoryRawSRV,
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kSharedMemoryR32UintSRV,
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kSharedMemoryR32G32UintSRV,
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kSharedMemoryR32G32B32A32UintSRV,
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kSharedMemoryRawUAV,
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kSharedMemoryR32UintUAV,
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kSharedMemoryR32G32UintUAV,
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kSharedMemoryR32G32B32A32UintUAV,
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kEDRAMR32UintUAV,
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kEDRAMRawSRV,
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@@ -133,6 +139,12 @@ class D3D12CommandProcessor : public CommandProcessor {
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};
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ui::d3d12::util::DescriptorCPUGPUHandlePair GetSystemBindlessViewHandlePair(
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SystemBindlessView view) const;
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ui::d3d12::util::DescriptorCPUGPUHandlePair
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GetSharedMemoryUintPow2BindlessSRVHandlePair(
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uint32_t element_size_bytes_pow2) const;
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ui::d3d12::util::DescriptorCPUGPUHandlePair
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GetSharedMemoryUintPow2BindlessUAVHandlePair(
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uint32_t element_size_bytes_pow2) const;
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// Returns a single temporary GPU-side buffer within a submission for tasks
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// like texture untiling and resolving.
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