[D3D12] Code cleanup
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@@ -390,6 +390,8 @@ class RenderTargetCache {
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uint32_t copy_buffer_size;
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};
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uint32_t GetEDRAMBufferSize() const;
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void TransitionEDRAMBuffer(D3D12_RESOURCE_STATES new_state);
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void ClearBindings();
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@@ -460,10 +462,6 @@ class RenderTargetCache {
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// The EDRAM buffer allowing color and depth data to be reinterpreted.
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ID3D12Resource* edram_buffer_ = nullptr;
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// Two 10 MB pages, one containing color and integer depth data, another with
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// 32-bit float depth when 20e4 depth is used to allow for multipass drawing
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// without precision loss in case of EDRAM store/load.
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static constexpr uint32_t kEDRAMBufferSize = 2 * 2048 * 5120;
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D3D12_RESOURCE_STATES edram_buffer_state_;
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bool edram_buffer_cleared_;
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