[D3D12] Remove leftovers of old resolve code
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@ -272,17 +272,14 @@ class RenderTargetCache {
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const PipelineRenderTarget* GetCurrentPipelineRenderTargets() const {
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return current_pipeline_render_targets_;
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}
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// Performs the resolve to a shared memory area according to the current
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// register values, and also clears the EDRAM buffer if needed. Must be in a
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// frame for calling.
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bool Resolve(const Memory& memory, D3D12SharedMemory& shared_memory,
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TextureCache& texture_cache, uint32_t& written_address_out,
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uint32_t& written_length_out);
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bool Resolve(D3D12SharedMemory* shared_memory, TextureCache* texture_cache,
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Memory* memory, uint32_t& written_address_out,
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uint32_t& written_length_out);
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// Flushes the render targets to EDRAM and unbinds them, for instance, when
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// the command processor takes over framebuffer bindings to draw something
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// special. May change the CBV/SRV/UAV descriptor heap.
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@ -399,37 +396,6 @@ class RenderTargetCache {
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RenderTarget* render_target;
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};
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// Converting resolve pipeline.
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struct ResolvePipeline {
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ID3D12PipelineState* pipeline;
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DXGI_FORMAT dest_format;
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};
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union ResolveTargetKey {
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struct {
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// 2560 / 32 = 80 (7 bits), * 2 for 2x resolution scale = 160 (8 bits).
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uint32_t width_div_32 : 8;
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uint32_t height_div_32 : 8;
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DXGI_FORMAT format : 16;
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};
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uint32_t value;
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};
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// Target for converting resolves.
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struct ResolveTarget {
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ID3D12Resource* resource;
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D3D12_RESOURCE_STATES state;
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D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle;
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ResolveTargetKey key;
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#if 0
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// The first 4 MB page in the heaps.
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uint32_t heap_page_first;
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#endif
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D3D12_PLACED_SUBRESOURCE_FOOTPRINT footprint;
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// Buffer size needed to copy the resolve target to a linear buffer.
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uint32_t copy_buffer_size;
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};
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uint32_t GetEdramBufferSize() const;
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void TransitionEdramBuffer(D3D12_RESOURCE_STATES new_state);
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@ -470,18 +436,6 @@ class RenderTargetCache {
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RenderTarget* const* render_targets,
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const uint32_t* edram_bases);
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// Returns any available resolve target placed at least at
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// min_heap_first_page, or tries to place it at the specified position (if not
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// possible, will place it in the next heap).
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#if 0
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ResolveTarget* FindOrCreateResolveTarget(uint32_t width, uint32_t height,
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DXGI_FORMAT format,
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uint32_t min_heap_first_page);
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#else
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ResolveTarget* FindOrCreateResolveTarget(uint32_t width, uint32_t height,
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DXGI_FORMAT format);
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#endif
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D3D12CommandProcessor& command_processor_;
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const RegisterFile& register_file_;
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TraceWriter& trace_writer_;
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