[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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@@ -1045,6 +1045,10 @@ constexpr uint32_t kTexture3DMaxWidthHeight = 1 << kTexture3DMaxWidthHeightLog2;
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constexpr uint32_t kTexture3DMaxDepthLog2 = 10;
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constexpr uint32_t kTexture3DMaxDepth = 1 << kTexture3DMaxDepthLog2;
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constexpr uint32_t kTextureMaxMips =
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std::max(kTexture2DCubeMaxWidthHeightLog2, kTexture3DMaxWidthHeightLog2) +
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1;
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// Tiled texture sizes are in 32x32 increments for 2D, 32x32x4 for 3D.
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// 2DTiledOffset(X * 32 + x, Y * 32 + y) ==
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// 2DTiledOffset(X * 32, Y * 32) + 2DTiledOffset(x, y)
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