[GPU] Simplify local X offsetting with resolution scaling
Switch between even and odd 16-byte element sequences along X by simply flipping a bit rather than going to a different resolution-scaled group of pixels, by increasing the size of the group within the constraints imposed by tiling.
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@@ -1385,13 +1385,8 @@ bool VulkanTextureCache::LoadTextureDataFromResidentMemoryImpl(Texture& texture,
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}
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const texture_util::TextureGuestLayout::Level& level_guest_layout =
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is_base ? guest_layout.base : guest_layout.mips[level];
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uint32_t level_guest_pitch = level_guest_layout.row_pitch_bytes;
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if (texture_key.tiled) {
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// Shaders expect pitch in blocks for tiled textures.
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level_guest_pitch /= bytes_per_block;
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assert_zero(level_guest_pitch & (xenos::kTextureTileWidthHeight - 1));
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}
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load_constants.guest_pitch_aligned = level_guest_pitch;
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load_constants.guest_pitch_aligned =
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level_guest_layout.row_pitch_bytes / bytes_per_block;
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load_constants.guest_z_stride_block_rows_aligned =
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level_guest_layout.z_slice_stride_block_rows;
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assert_true(dimension != xenos::DataDimension::k3D ||
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