[D3D12] System constant setting and some cleanup
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@@ -28,11 +28,13 @@ class UploadBufferPool {
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// Request to write data in a single piece, creating a new page if the current
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// one doesn't have enough free space.
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uint8_t* RequestFull(uint32_t size, ID3D12Resource*& buffer_out,
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uint32_t& offset_out);
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uint8_t* RequestFull(uint32_t size, ID3D12Resource** buffer_out,
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uint32_t* offset_out,
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D3D12_GPU_VIRTUAL_ADDRESS* gpu_address_out);
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// Request to write data in multiple parts, filling the buffer entirely.
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uint8_t* RequestPartial(uint32_t size, ID3D12Resource*& buffer_out,
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uint32_t& offset_out, uint32_t& size_out);
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uint8_t* RequestPartial(uint32_t size, ID3D12Resource** buffer_out,
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uint32_t* offset_out, uint32_t* size_out,
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D3D12_GPU_VIRTUAL_ADDRESS* gpu_address_out);
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private:
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D3D12Context* context_;
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@@ -55,6 +57,8 @@ class UploadBufferPool {
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uint32_t current_size_ = 0;
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uint8_t* current_mapping_ = nullptr;
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// Not updated until actually requested.
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D3D12_GPU_VIRTUAL_ADDRESS current_gpu_address_ = 0;
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// Reset in the beginning of a frame - don't try and fail to create a new page
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// if failed to create one in the current frame.
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