[D3D12] Texture utility functions, all block sizes and bpp
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@@ -32,13 +32,16 @@ class D3D12CommandProcessor;
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// - If the texture has a base address, but no mip address, it's not mipmapped -
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// the host texture has only the largest level too.
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// - If the texture has different non-zero base address and mip address, a host
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// texture full mipmap pyramid is created, disregarding min/max LOD and
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// treating it purely as sampler state because there are tfetch instructions
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// texture with mip_max_level+1 mipmaps is created - mip_min_level is ignored
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// and treated purely as sampler state because there are tfetch instructions
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// working directly with LOD values - including fetching with an explicit LOD.
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// However, the max level is not ignored because any mip count can be
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// specified when creating a texture, and another texture may be placed after
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// the last one.
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// - If the texture has a mip address, but the base address is 0 or the same as
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// the mip address, a fully mipmapped texture is created, but min/max LOD is
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// clamped to 1 - the game is expected to do that anyway until the largest LOD
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// is loaded.
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// the mip address, a mipmapped texture is created, but min/max LOD is clamped
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// to the lower bound of 1 - the game is expected to do that anyway until the
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// largest LOD is loaded.
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// TODO(Triang3l): Check if there are any games with BaseAddress==MipAddress
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// but min or max LOD being 0, especially check Modern Warfare 2/3.
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// TODO(Triang3l): Attach the largest LOD to existing textures with a valid
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