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d3d12: Lower alignement constraint for vertex index
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@ -241,8 +241,8 @@ D3D12GSRender::D3D12GSRender()
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m_rtts.Init(m_device.Get());
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m_constantsData.Init(m_device.Get(), 1024 * 1024 * 64, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE);
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m_vertexIndexData.Init(m_device.Get(), 1024 * 1024 * 384, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE);
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m_textureUploadData.Init(m_device.Get(), 1024 * 1024 * 256, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE);
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m_vertexIndexData.Init(m_device.Get(), 1024 * 1024 * 256, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE);
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m_textureUploadData.Init(m_device.Get(), 1024 * 1024 * 512, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE);
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if (Ini.GSOverlay.GetValue())
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InitD2DStructures();
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@ -412,7 +412,7 @@ private:
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// Constants storage
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DataHeap<ID3D12Resource, 256> m_constantsData;
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// Vertex storage
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DataHeap<ID3D12Resource, 65536> m_vertexIndexData;
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DataHeap<ID3D12Resource, 256> m_vertexIndexData;
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// Texture storage
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DataHeap<ID3D12Resource, 65536> m_textureUploadData;
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DataHeap<ID3D12Heap, 65536> m_UAVHeap;
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