[D3D12] Use typed buffers for texture untiling, calculate guest address once per thread
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@@ -127,6 +127,12 @@ class SharedMemory {
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void WriteRawSRVDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE handle);
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void WriteRawUAVDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE handle);
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// Due to the Nvidia 128 megatexel limitation, the smallest supported formats
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// are 32-bit.
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void WriteUintPow2SRVDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE handle,
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uint32_t element_size_bytes_pow2);
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void WriteUintPow2UAVDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE handle,
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uint32_t element_size_bytes_pow2);
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// Returns true if any downloads were submitted to the command processor.
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bool InitializeTraceSubmitDownloads();
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@@ -172,7 +178,13 @@ class SharedMemory {
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// rather than creation).
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enum class BufferDescriptorIndex : uint32_t {
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kRawSRV,
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kR32UintSRV,
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kR32G32UintSRV,
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kR32G32B32A32UintSRV,
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kRawUAV,
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kR32UintUAV,
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kR32G32UintUAV,
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kR32G32B32A32UintUAV,
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kCount,
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};
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