[D3D12] Pre-create EDRAM and shared memory buffer descriptors
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@@ -368,7 +368,7 @@ class TextureCache {
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struct SRVDescriptorCachePage {
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static constexpr uint32_t kHeapSize = 65536;
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ID3D12DescriptorHeap* heap;
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D3D12_CPU_DESCRIPTOR_HANDLE cpu_start;
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D3D12_CPU_DESCRIPTOR_HANDLE heap_start;
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uint32_t current_usage;
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};
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@@ -547,7 +547,7 @@ class TextureCache {
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// Contains null SRV descriptors of dimensions from NullSRVDescriptorIndex.
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// For copying, not shader-visible.
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ID3D12DescriptorHeap* null_srv_descriptor_heap_ = nullptr;
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D3D12_CPU_DESCRIPTOR_HANDLE null_srv_descriptor_heap_cpu_start_;
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D3D12_CPU_DESCRIPTOR_HANDLE null_srv_descriptor_heap_start_;
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TextureBinding texture_bindings_[32] = {};
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// Bit vector with bits reset on fetch constant writes to avoid getting
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