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d3d12: Set command heap only when necessary.
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404b15b3c3
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@ -301,12 +301,6 @@ void D3D12GSRender::end()
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{
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upload_and_bind_textures(get_current_resource_storage().command_list.Get(), currentDescriptorIndex + 3, std::get<2>(*m_current_pso) > 0);
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ID3D12DescriptorHeap *descriptors[] =
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{
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get_current_resource_storage().descriptors_heap.Get(),
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get_current_resource_storage().sampler_descriptor_heap[get_current_resource_storage().sampler_descriptors_heap_index].Get(),
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};
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get_current_resource_storage().command_list->SetDescriptorHeaps(2, descriptors);
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get_current_resource_storage().command_list->SetGraphicsRootDescriptorTable(0,
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CD3DX12_GPU_DESCRIPTOR_HANDLE(get_current_resource_storage().descriptors_heap->GetGPUDescriptorHandleForHeapStart())
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@ -85,6 +85,13 @@ void resource_storage::reset()
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void resource_storage::set_new_command_list()
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{
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CHECK_HRESULT(command_list->Reset(command_allocator.Get(), nullptr));
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ID3D12DescriptorHeap *descriptors[] =
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{
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descriptors_heap.Get(),
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sampler_descriptor_heap[sampler_descriptors_heap_index].Get(),
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};
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command_list->SetDescriptorHeaps(2, descriptors);
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}
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void resource_storage::init(ID3D12Device *device)
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@ -335,6 +335,13 @@ void D3D12GSRender::upload_and_bind_textures(ID3D12GraphicsCommandList *command_
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{
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get_current_resource_storage().sampler_descriptors_heap_index = 1;
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get_current_resource_storage().current_sampler_index = 0;
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ID3D12DescriptorHeap *descriptors[] =
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{
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get_current_resource_storage().descriptors_heap.Get(),
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get_current_resource_storage().sampler_descriptor_heap[get_current_resource_storage().sampler_descriptors_heap_index].Get(),
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};
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command_list->SetDescriptorHeaps(2, descriptors);
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}
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m_device->CreateSampler(&get_sampler_desc(textures[i]),
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CD3DX12_CPU_DESCRIPTOR_HANDLE(get_current_resource_storage().sampler_descriptor_heap[get_current_resource_storage().sampler_descriptors_heap_index]->GetCPUDescriptorHandleForHeapStart())
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