[D3D12] Texture load code cleanup and resolution scaling fixes
The resolution scale is now taken into account when copying from the mip tail.
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@@ -562,7 +562,7 @@ class D3D12CommandProcessor : public CommandProcessor {
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// Unsubmitted barrier batch.
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std::vector<D3D12_RESOURCE_BARRIER> barriers_;
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// <Resource, submission where requested>, sorted by the submission number.
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// <Submission where requested, resource>, sorted by the submission number.
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std::deque<std::pair<uint64_t, ID3D12Resource*>> resources_for_deletion_;
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static constexpr uint32_t kScratchBufferSizeIncrement = 16 * 1024 * 1024;
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