[D3D12] Fix mipmapped cubemaps and stacked textures
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@@ -292,18 +292,19 @@ class TextureCache {
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TextureKey key;
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ID3D12Resource* resource;
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D3D12_RESOURCE_STATES state;
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// Byte size of one array slice of the top guest mip level.
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uint32_t base_slice_size;
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// Byte size of the top guest mip level.
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uint32_t base_size;
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// Byte size of one array slice of mips between 1 and key.mip_max_level.
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uint32_t mip_slice_size;
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// Byte size of mips between 1 and key.mip_max_level.
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// Byte size of mips between 1 and key.mip_max_level, containing all array
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// slices.
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uint32_t mip_size;
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// Byte offsets of each mipmap within one slice.
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// Offsets of all the array slices on a mip level relative to mips_address
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// (0 for mip 0, it's relative to base_address then, and for mip 1).
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uint32_t mip_offsets[14];
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// Byte pitches of each mipmap within one slice (for linear layout mainly).
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uint32_t mip_pitches[14];
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// Byte sizes of an array slice on each mip level.
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uint32_t slice_sizes[14];
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// Row pitches on each mip level (for linear layout mainly).
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uint32_t pitches[14];
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// Watch handles for the memory ranges (protected by the shared memory watch
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// mutex).
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