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Make D3D12 initial state resource padding more generous
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@@ -400,19 +400,16 @@ uint64_t D3D12ResourceManager::GetSize_InitialState(ResourceId id, const D3D12In
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{
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ID3D12Resource *buf = (ID3D12Resource *)data.resource;
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// readback heaps have already been copied to a buffer, so use that length
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if(data.tag == D3D12InitialContents::MapDirect)
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return WriteSerialiser::GetChunkAlignment() + 16 + uint64_t(data.dataSize);
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uint64_t ret =
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WriteSerialiser::GetChunkAlignment() + 16 + uint64_t(buf ? buf->GetDesc().Width : 0);
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ret += 16;
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uint64_t ret = WriteSerialiser::GetChunkAlignment() + 64;
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if(data.sparseTable)
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ret += 16 + data.sparseTable->GetSerialiseSize();
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return ret;
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// readback heaps have already been copied to a buffer, so use that length
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if(data.tag == D3D12InitialContents::MapDirect)
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return ret + uint64_t(data.dataSize);
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return ret + uint64_t(buf ? buf->GetDesc().Width : 0);
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}
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else
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{
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