[GPU] Texture object/binding management to common superclass
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@@ -24,9 +24,9 @@
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#include "xenia/gpu/d3d12/d3d12_primitive_processor.h"
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#include "xenia/gpu/d3d12/d3d12_render_target_cache.h"
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#include "xenia/gpu/d3d12/d3d12_shared_memory.h"
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#include "xenia/gpu/d3d12/d3d12_texture_cache.h"
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#include "xenia/gpu/d3d12/deferred_command_list.h"
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#include "xenia/gpu/d3d12/pipeline_cache.h"
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#include "xenia/gpu/d3d12/texture_cache.h"
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#include "xenia/gpu/draw_util.h"
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#include "xenia/gpu/dxbc_shader.h"
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#include "xenia/gpu/dxbc_shader_translator.h"
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@@ -482,7 +482,7 @@ class D3D12CommandProcessor : public CommandProcessor {
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// number (so checking if the first can be reused is enough).
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std::deque<std::pair<ID3D12DescriptorHeap*, uint64_t>>
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sampler_bindless_heaps_overflowed_;
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// TextureCache::SamplerParameters::value -> indices within the current
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// D3D12TextureCache::SamplerParameters::value -> indices within the current
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// bindless sampler heap.
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std::unordered_map<uint32_t, uint32_t> texture_cache_bindless_sampler_map_;
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@@ -497,7 +497,7 @@ class D3D12CommandProcessor : public CommandProcessor {
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std::unique_ptr<PipelineCache> pipeline_cache_;
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std::unique_ptr<TextureCache> texture_cache_;
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std::unique_ptr<D3D12TextureCache> texture_cache_;
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// Bytes 0x0...0x3FF - 256-entry gamma ramp table with B10G10R10X2 data (read
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// as R10G10B10X2 with swizzle).
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@@ -648,10 +648,11 @@ class D3D12CommandProcessor : public CommandProcessor {
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// Size of these should be ignored when checking whether these are up to date,
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// layout UID should be checked first (they will be different for different
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// binding counts).
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std::vector<TextureCache::TextureSRVKey> current_texture_srv_keys_vertex_;
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std::vector<TextureCache::TextureSRVKey> current_texture_srv_keys_pixel_;
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std::vector<TextureCache::SamplerParameters> current_samplers_vertex_;
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std::vector<TextureCache::SamplerParameters> current_samplers_pixel_;
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std::vector<D3D12TextureCache::TextureSRVKey>
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current_texture_srv_keys_vertex_;
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std::vector<D3D12TextureCache::TextureSRVKey> current_texture_srv_keys_pixel_;
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std::vector<D3D12TextureCache::SamplerParameters> current_samplers_vertex_;
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std::vector<D3D12TextureCache::SamplerParameters> current_samplers_pixel_;
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std::vector<uint32_t> current_sampler_bindless_indices_vertex_;
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std::vector<uint32_t> current_sampler_bindless_indices_pixel_;
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