[D3D12] EDRAM storing and random cleanup
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@@ -377,7 +377,7 @@ ID3D12Resource* D3D12CommandProcessor::RequestScratchGPUBuffer(
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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barrier.Transition.pResource = scratch_buffer_;
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barrier.Transition.Subresource = 0;
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barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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barrier.Transition.StateBefore = scratch_buffer_state_;
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barrier.Transition.StateAfter = state;
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GetCurrentCommandList()->ResourceBarrier(1, &barrier);
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@@ -489,6 +489,10 @@ bool D3D12CommandProcessor::SetupContext() {
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render_target_cache_ =
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std::make_unique<RenderTargetCache>(this, register_file_);
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if (!render_target_cache_->Initialize()) {
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XELOGE("Failed to initialize the render target cache");
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return false;
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}
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return true;
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}
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