[GPU] Texture object/binding management to common superclass
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@@ -98,8 +98,8 @@ PipelineCache::PipelineCache(D3D12CommandProcessor& command_processor,
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provider.GetAdapterVendorID(), bindless_resources_used_, edram_rov_used,
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render_target_cache_.gamma_render_target_as_srgb(),
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render_target_cache_.msaa_2x_supported(),
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render_target_cache_.GetResolutionScaleX(),
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render_target_cache_.GetResolutionScaleY(),
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render_target_cache_.draw_resolution_scale_x(),
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render_target_cache_.draw_resolution_scale_y(),
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provider.GetGraphicsAnalysis() != nullptr);
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if (edram_rov_used) {
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@@ -426,8 +426,8 @@ void PipelineCache::InitializeShaderStorage(
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provider.GetAdapterVendorID(), bindless_resources_used_,
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edram_rov_used, render_target_cache_.gamma_render_target_as_srgb(),
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render_target_cache_.msaa_2x_supported(),
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render_target_cache_.GetResolutionScaleX(),
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render_target_cache_.GetResolutionScaleY(),
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render_target_cache_.draw_resolution_scale_x(),
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render_target_cache_.draw_resolution_scale_y(),
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provider.GetGraphicsAnalysis() != nullptr);
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// If needed and possible, create objects needed for DXIL conversion and
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// disassembly on this thread.
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@@ -3001,8 +3001,8 @@ ID3D12PipelineState* PipelineCache::CreateD3D12Pipeline(
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// more likely.
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state_desc.RasterizerState.SlopeScaledDepthBias =
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description.depth_bias_slope_scaled *
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float(std::max(render_target_cache_.GetResolutionScaleX(),
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render_target_cache_.GetResolutionScaleY()));
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float(std::max(render_target_cache_.draw_resolution_scale_x(),
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render_target_cache_.draw_resolution_scale_y()));
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state_desc.RasterizerState.DepthClipEnable =
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description.depth_clip ? TRUE : FALSE;
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uint32_t msaa_sample_count = uint32_t(1)
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