[D3D12] Minor FINE_GRAINED_DRAW_SCOPES refactoring
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@@ -1179,9 +1179,9 @@ void TextureCache::EndFrame() {
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void TextureCache::RequestTextures(uint32_t used_texture_mask) {
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const auto& regs = register_file_;
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#if FINE_GRAINED_DRAW_SCOPES
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#if XE_UI_D3D12_FINE_GRAINED_DRAW_SCOPES
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SCOPE_profile_cpu_f("gpu");
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#endif // FINE_GRAINED_DRAW_SCOPES
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#endif // XE_UI_D3D12_FINE_GRAINED_DRAW_SCOPES
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if (texture_invalidated_.exchange(false, std::memory_order_acquire)) {
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// Clear the bindings not only for this draw call, but entirely, because
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@@ -1418,12 +1418,12 @@ void TextureCache::WriteActiveTextureBindfulSRV(
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}
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auto device = provider.GetDevice();
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{
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#if FINE_GRAINED_DRAW_SCOPES
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#if XE_UI_D3D12_FINE_GRAINED_DRAW_SCOPES
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SCOPE_profile_cpu_i(
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"gpu",
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"xe::gpu::d3d12::TextureCache::WriteActiveTextureBindfulSRV->"
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"CopyDescriptorsSimple");
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#endif // FINE_GRAINED_DRAW_SCOPES
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#endif // XE_UI_D3D12_FINE_GRAINED_DRAW_SCOPES
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device->CopyDescriptorsSimple(1, handle, source_handle,
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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}
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