[D3D12] Render target allocation fixes
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@ -210,6 +210,8 @@ bool RenderTargetCache::UpdateRenderTargets() {
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// Some render target is totally in the end of EDRAM, or nothing is drawn.
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return false;
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}
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// Don't create render targets larger than x2560.
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edram_max_rows = std::min(edram_max_rows, 160u * msaa_samples_y);
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// Check the following full update conditions:
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// - Render target is disabled and another render target got more space than
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// is currently available in the textures.
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@ -486,7 +488,7 @@ bool RenderTargetCache::UpdateRenderTargets() {
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rtv_handles[rtv_count] = binding.render_target->handle;
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current_pipeline_render_targets_[rtv_count].guest_render_target = i;
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current_pipeline_render_targets_[rtv_count].format =
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GetColorDXGIFormat(ColorRenderTargetFormat(formats[4]));
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GetColorDXGIFormat(ColorRenderTargetFormat(formats[i]));
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++rtv_count;
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}
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for (uint32_t i = rtv_count; i < 4; ++i) {
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