[D3D12] Add d3d12_readback_resolve gflag
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@@ -269,7 +269,8 @@ class RenderTargetCache {
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// register values, and also clears the EDRAM buffer if needed. Must be in a
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// frame for calling.
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bool Resolve(SharedMemory* shared_memory, TextureCache* texture_cache,
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Memory* memory);
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Memory* memory, uint32_t& written_address_out,
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uint32_t& written_length_out);
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// Flushes the render targets to EDRAM and unbinds them, for instance, when
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// the command processor takes over framebuffer bindings to draw something
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// special.
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@@ -481,7 +482,8 @@ class RenderTargetCache {
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bool ResolveCopy(SharedMemory* shared_memory, TextureCache* texture_cache,
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uint32_t edram_base, uint32_t surface_pitch,
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MsaaSamples msaa_samples, bool is_depth, uint32_t src_format,
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const D3D12_RECT& rect);
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const D3D12_RECT& rect, uint32_t& written_address_out,
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uint32_t& written_length_out);
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// Performs the clearing part of a resolve.
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bool ResolveClear(uint32_t edram_base, uint32_t surface_pitch,
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MsaaSamples msaa_samples, bool is_depth, uint32_t format,
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