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d3d12: Use a commited resource for constant buffer
Since we rarely use more than 1k of constant data we waste space due to alignment requirement with heap so use a commited resource instead.
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4 changed files with 129 additions and 123 deletions
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@ -145,8 +145,8 @@ ID3D12Resource *uploadSingleTexture(
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const RSXTexture &texture,
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ID3D12Device *device,
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ID3D12GraphicsCommandList *commandList,
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DataHeap &textureBuffersHeap,
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DataHeap &textureHeap)
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DataHeap<ID3D12Heap, 65536> &textureBuffersHeap,
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DataHeap<ID3D12Heap, 65536> &textureHeap)
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{
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ID3D12Resource *vramTexture;
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size_t w = texture.GetWidth(), h = texture.GetHeight();
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