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Reland "D3D12: Stage BindGroups on CPU descriptor heaps."
This reverts commitc7f454c241and relands commit2479860e4b. > 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. Reason for revert: We can reland this CL now that the CTS suppression merged. Note: Adds validation to ensure binding size > 0. Bug: dawn:155 Bug: dawn:375 Change-Id: I75b9773bbb7c70bcea803a7ad8b6480d21ea90f7 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/18904 Reviewed-by: Kai Ninomiya <kainino@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Kai Ninomiya <kainino@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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