d3d12: Update hard-coded heap sizes and batch limit
Increasing the heap sizes and active batch count reduces flushing churn when rendering runs out of descriptors. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20589>
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Marge Bot

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@@ -61,18 +61,17 @@ d3d12_init_batch(struct d3d12_context *ctx, struct d3d12_batch *batch)
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IID_PPV_ARGS(&batch->cmdalloc))))
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return false;
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batch->sampler_heap =
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d3d12_descriptor_heap_new(screen->dev,
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D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
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D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
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128);
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1024);
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batch->view_heap =
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d3d12_descriptor_heap_new(screen->dev,
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
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D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
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1024);
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8096);
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if (!batch->sampler_heap && !batch->view_heap)
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return false;
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@@ -177,7 +177,7 @@ struct d3d12_context {
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struct hash_table *compute_transform_cache;
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struct hash_table_u64 *bo_state_table;
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struct d3d12_batch batches[4];
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struct d3d12_batch batches[8];
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unsigned current_batch_idx;
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struct util_dynarray recently_destroyed_bos;
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