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Add AbstractGfx for DX12
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@ -8,7 +8,7 @@
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#include "Common/StringUtil.h"
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#include "VideoBackends/D3D12/Common.h"
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#include "VideoBackends/D3D12/D3D12Renderer.h"
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#include "VideoBackends/D3D12/D3D12Gfx.h"
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#include "VideoBackends/D3D12/D3D12StreamBuffer.h"
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#include "VideoBackends/D3D12/DX12Context.h"
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#include "VideoBackends/D3D12/DescriptorHeapManager.h"
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@ -254,7 +254,7 @@ void DXTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8*
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{
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WARN_LOG_FMT(VIDEO,
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"Executing command list while waiting for space in texture upload buffer");
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Renderer::GetInstance()->ExecuteCommandList(false);
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Gfx::GetInstance()->ExecuteCommandList(false);
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if (!g_dx_context->GetTextureUploadBuffer().ReserveMemory(
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upload_size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT))
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{
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@ -632,7 +632,7 @@ void DXStagingTexture::Flush()
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// the current list and wait for it to complete. This is the slowest path. Otherwise, if the
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// command list with the copy has been submitted, we only need to wait for the fence.
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if (m_completed_fence == g_dx_context->GetCurrentFenceValue())
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Renderer::GetInstance()->ExecuteCommandList(true);
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Gfx::GetInstance()->ExecuteCommandList(true);
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else
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g_dx_context->WaitForFence(m_completed_fence);
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}
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