[D3D12] Texture host BPB in LoadModeInfo
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@@ -224,8 +224,12 @@ class D3D12TextureCache final : public TextureCache {
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// may copy multiple blocks per one invocation.
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uint32_t srv_bpe_log2;
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uint32_t uav_bpe_log2;
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// Log2 of the number of guest blocks along the X axis loaded by a single
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// thread shader group.
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// Number of bytes in a host resolution-scaled block (corresponding to a
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// guest block if not decompressing, or a host texel if decompressing)
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// written by the shader.
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uint32_t bytes_per_host_block;
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// Log2 of the number of guest resolution-scaled blocks along the X axis
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// loaded by a single thread shader group.
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uint32_t guest_x_blocks_per_thread_log2;
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// Number of host blocks (or texels for uncompressed) along the X axis
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// written by a single compute shader thread - rows in the upload buffer are
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@@ -262,8 +266,9 @@ class D3D12TextureCache final : public TextureCache {
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// textures and multiplication to the tfetch implementation.
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// Whether the DXGI format, if not uncompressing the texture, consists of
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// blocks, thus copy regions must be aligned to block size.
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bool dxgi_format_block_aligned;
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// blocks, thus copy regions must be aligned to block size (assuming it's
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// the same as the guest block size).
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bool is_block_compressed;
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// Uncompression info for when the regular host format for this texture is
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// block-compressed, but the size is not block-aligned, and thus such
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// texture cannot be created in Direct3D on PC and needs decompression,
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