[D3D12] Make RT heaps 48 MB so 2560x1024 RT can be resolved to R32G32B32A32
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@@ -410,10 +410,13 @@ class RenderTargetCache {
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edram_store_pipelines_[size_t(EDRAMLoadStoreMode::kCount)] = {};
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ID3D12PipelineState* edram_tile_sample_32bpp_pipeline_ = nullptr;
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// 32 MB heaps backing used render targets resources, created when needed.
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// 48 MB heaps backing used render targets resources, created when needed.
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// 24 MB proved to be not enough to store a single render target occupying the
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// entire EDRAM - a 32-bit depth/stencil one - at some resolution.
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// But we also need more than 32 MB to be able to resolve the entire EDRAM
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// into a k_32_32_32_32_FLOAT texture.
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ID3D12Heap* heaps_[5] = {};
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static constexpr uint32_t kHeap4MBPages = 12;
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static constexpr uint32_t kRenderTargetDescriptorHeapSize = 2048;
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// Descriptor heap, for linear allocation of heaps and descriptors.
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