Add GPUContext.ClearUA for buffer and texture with uint format
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@@ -170,12 +170,24 @@ void GPUContextDX11::ClearDepth(GPUTextureView* depthBuffer, float depthValue)
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void GPUContextDX11::ClearUA(GPUBuffer* buf, const Vector4& value)
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{
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ASSERT(buf != nullptr && buf->IsUnorderedAccess());
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auto uav = ((GPUBufferViewDX11*)buf->View())->UAV();
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_context->ClearUnorderedAccessViewFloat(uav, value.Raw);
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}
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void GPUContextDX11::ClearUA(GPUBuffer* buf, const uint32 value[4])
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{
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ASSERT(buf != nullptr && buf->IsUnorderedAccess());
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auto uav = ((GPUBufferViewDX11*)buf->View())->UAV();
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_context->ClearUnorderedAccessViewUint(uav, value);
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}
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void GPUContextDX11::ClearUA(GPUTexture* texture, const uint32 value[4])
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{
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ASSERT(texture != nullptr && texture->IsUnorderedAccess());
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auto uav = ((GPUTextureViewDX11*)texture->View())->UAV();
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_context->ClearUnorderedAccessViewUint(uav, value);
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}
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void GPUContextDX11::ResetRenderTarget()
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{
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if (_rtCount != 0 || _rtDepth)
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@@ -108,6 +108,8 @@ public:
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void Clear(GPUTextureView* rt, const Color& color) override;
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void ClearDepth(GPUTextureView* depthBuffer, float depthValue) override;
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void ClearUA(GPUBuffer* buf, const Vector4& value) override;
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void ClearUA(GPUBuffer* buf, const uint32 value[4]) override;
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void ClearUA(GPUTexture* texture, const uint32 value[4]) override;
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void ResetRenderTarget() override;
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void SetRenderTarget(GPUTextureView* rt) override;
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void SetRenderTarget(GPUTextureView* depthBuffer, GPUTextureView* rt) override;
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@@ -727,6 +727,34 @@ void GPUContextDX12::ClearUA(GPUBuffer* buf, const Vector4& value)
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_commandList->ClearUnorderedAccessViewFloat(desc.GPU, uav, bufDX12->GetResource(), value.Raw, 0, nullptr);
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}
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void GPUContextDX12::ClearUA(GPUBuffer* buf, const uint32 value[4])
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{
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ASSERT(buf != nullptr && buf->IsUnorderedAccess());
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auto bufDX12 = reinterpret_cast<GPUBufferDX12*>(buf);
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SetResourceState(bufDX12, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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flushRBs();
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auto uav = ((GPUBufferViewDX12*)bufDX12->View())->UAV();
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Descriptor desc;
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GetActiveHeapDescriptor(uav, desc);
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_commandList->ClearUnorderedAccessViewUint(desc.GPU, uav, bufDX12->GetResource(), value, 0, nullptr);
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}
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void GPUContextDX12::ClearUA(GPUTexture* texture, const uint32 value[4])
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{
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ASSERT(texture != nullptr && texture->IsUnorderedAccess());
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auto texDX12 = reinterpret_cast<GPUTextureDX12*>(texture);
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SetResourceState(texDX12, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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flushRBs();
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auto uav = ((GPUTextureViewDX12*)texDX12->View(0))->UAV();
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Descriptor desc;
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GetActiveHeapDescriptor(uav, desc);
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_commandList->ClearUnorderedAccessViewUint(desc.GPU, uav, texDX12->GetResource(), value, 0, nullptr);
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}
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void GPUContextDX12::ResetRenderTarget()
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{
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if (_rtDepth || _rtCount != 0)
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