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Coalesce unbound sparse bindings on D3D12
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@@ -459,7 +459,8 @@ SparseBinds::SparseBinds(const Sparse::PageTable &table)
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// do simple coalescing. If the previous bind was in the same heap, one tile back, make it
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// cover this tile
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if(page > 0 && binds.back().heap == bind.heap &&
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binds.back().rangeOffset + binds.back().rangeCount == bind.rangeOffset)
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(binds.back().rangeOffset + binds.back().rangeCount == bind.rangeOffset ||
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binds.back().heap == ResourceId()))
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{
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binds.back().regionSize.NumTiles++;
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binds.back().regionSize.Width++;
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