[D3D12] Fix resolve region handling
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@@ -131,6 +131,7 @@ class TextureCache {
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// The source buffer must be in the non-pixel-shader SRV state.
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bool TileResolvedTexture(TextureFormat format, uint32_t texture_base,
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uint32_t texture_pitch, uint32_t texture_height,
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uint32_t offset_x, uint32_t offset_y,
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uint32_t resolve_width, uint32_t resolve_height,
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Endian128 endian, ID3D12Resource* buffer,
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uint32_t buffer_size,
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@@ -354,6 +355,9 @@ class TextureCache {
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// 3:8 - guest format (primarily for 16-bit textures).
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// 9:31 - actual guest texture width.
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uint32_t endian_format_guest_pitch;
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// Origin of the written data in the destination texture. X in the lower 16
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// bits, Y in the upper.
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uint32_t offset;
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// Size to copy, texels with index bigger than this won't be written.
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// Width in the lower 16 bits, height in the upper.
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uint32_t size;
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