[D3D12] ROV: Binding
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@@ -264,6 +264,9 @@ class RenderTargetCache {
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// the command processor takes over framebuffer bindings to draw something
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// special.
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void UnbindRenderTargets();
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// Transitions the EDRAM buffer to a UAV - for use with ROV rendering.
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void UseEDRAMAsUAV();
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void CreateEDRAMUint32UAV(D3D12_CPU_DESCRIPTOR_HANDLE handle);
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void EndFrame();
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// Totally necessary to rely on the base format - Too Human switches between
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@@ -392,6 +395,8 @@ class RenderTargetCache {
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uint32_t copy_buffer_size;
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};
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void TransitionEDRAMBuffer(D3D12_RESOURCE_STATES new_state);
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void ClearBindings();
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// Checks if the heap for the render target exists and tries to create it if
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