[D3D12] Fix resolve region handling
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@@ -443,7 +443,7 @@ class RenderTargetCache {
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bool ResolveCopy(SharedMemory* shared_memory, TextureCache* texture_cache,
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uint32_t edram_base, uint32_t surface_pitch,
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MsaaSamples msaa_samples, bool is_depth, uint32_t src_format,
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const D3D12_RECT& src_rect);
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const D3D12_RECT& rect);
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// Performs the clearing part of a resolve.
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bool ResolveClear(uint32_t edram_base, uint32_t surface_pitch,
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MsaaSamples msaa_samples, bool is_depth, uint32_t format,
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@@ -477,9 +477,11 @@ class RenderTargetCache {
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uint32_t rt_stencil_pitch;
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};
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struct {
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// 16 bits for X, 16 bits for Y.
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uint32_t tile_sample_rect_lt;
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uint32_t tile_sample_rect_rb;
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// 0:11 - resolve area width/height in pixels.
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// 12:16 - offset in the destination texture (only up to 31 - assuming
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// 32*n is pre-applied to the base pointer).
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// 17: - left/top of the copied region (relative to EDRAM base).
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uint32_t tile_sample_dimensions[2];
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uint32_t tile_sample_dest_base;
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// 0:13 - destination pitch.
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// 14 - log2(vertical sample count), 0 for 1x AA, 1 for 2x/4x AA.
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