[D3D12] Cleanup: remove inline
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@@ -48,7 +48,7 @@ class D3D12SharedMemory : public SharedMemory {
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// UseForReading or UseForWriting.
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// Makes the buffer usable for vertices, indices and texture untiling.
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inline void UseForReading() {
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void UseForReading() {
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// Vertex fetch is also allowed in pixel shaders.
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CommitUAVWritesAndTransitionBuffer(
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D3D12_RESOURCE_STATE_INDEX_BUFFER |
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@@ -56,18 +56,18 @@ class D3D12SharedMemory : public SharedMemory {
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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}
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// Makes the buffer usable for texture tiling after a resolve.
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inline void UseForWriting() {
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void UseForWriting() {
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CommitUAVWritesAndTransitionBuffer(D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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}
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// Makes the buffer usable as a source for copy commands.
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inline void UseAsCopySource() {
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void UseAsCopySource() {
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CommitUAVWritesAndTransitionBuffer(D3D12_RESOURCE_STATE_COPY_SOURCE);
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}
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// Must be called when doing draws/dispatches modifying data within the shared
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// memory buffer as a UAV, to make sure that when UseForWriting is called the
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// next time, a UAV barrier will be done, and subsequent overlapping UAV
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// writes and reads are ordered.
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inline void MarkUAVWritesCommitNeeded() {
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void MarkUAVWritesCommitNeeded() {
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if (buffer_state_ == D3D12_RESOURCE_STATE_UNORDERED_ACCESS) {
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buffer_uav_writes_commit_needed_ = true;
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}
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