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D3D12: Stage BindGroups on CPU descriptor heaps.
Instead of directly populating GPU heaps, pre-encoded BindGroups are staged on CPU heaps then copied over to the GPU. Non-shader visible allocators are stored on the BGL, which hands out fixed-size chunks to simplify memory managment. To enable memory re-use, CPU allocations are tied to the lifetime of BindGroup objects. BUG=dawn:155 Change-Id: I402e6686c96f7450a077c627c8499600979e426c Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/18100 Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@@ -29,6 +29,7 @@ uint32_t ScanForward(uint32_t bits);
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uint32_t Log2(uint32_t value);
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uint32_t Log2(uint64_t value);
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bool IsPowerOfTwo(uint64_t n);
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uint64_t RoundUp(uint64_t n, uint64_t m);
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uint64_t NextPowerOfTwo(uint64_t n);
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bool IsPtrAligned(const void* ptr, size_t alignment);
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