[D3D12] EDRAM storing and random cleanup
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@@ -741,7 +741,8 @@ bool TextureCache::LoadTextureData(Texture* texture) {
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if (copy_buffer_state != D3D12_RESOURCE_STATE_UNORDERED_ACCESS) {
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barriers[0].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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barriers[0].Transition.pResource = copy_buffer;
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barriers[0].Transition.Subresource = 0;
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barriers[0].Transition.Subresource =
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D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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barriers[0].Transition.StateBefore = copy_buffer_state;
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barriers[0].Transition.StateAfter = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
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command_list->ResourceBarrier(1, barriers);
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@@ -792,7 +793,8 @@ bool TextureCache::LoadTextureData(Texture* texture) {
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barriers[0].UAV.pResource = copy_buffer;
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barriers[1].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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barriers[1].Transition.pResource = copy_buffer;
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barriers[1].Transition.Subresource = 0;
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barriers[1].Transition.Subresource =
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D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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barriers[1].Transition.StateBefore = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
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barriers[1].Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
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command_list->ResourceBarrier(2, barriers);
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