[GPU] Align texture extents in loading to host buffer texel size accessed by the shader
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@@ -130,14 +130,16 @@ class D3D12TextureCache final : public TextureCache {
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uint32_t& scale_x, uint32_t& scale_y,
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const ui::d3d12::D3D12Provider& provider);
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// Ensures the tiles backing the range in the buffers are allocated.
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bool EnsureScaledResolveMemoryCommitted(uint32_t start_unscaled,
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uint32_t length_unscaled) override;
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bool EnsureScaledResolveMemoryCommitted(
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uint32_t start_unscaled, uint32_t length_unscaled,
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uint32_t length_scaled_alignment_log2 = 0) override;
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// Makes the specified range of up to 1-2 GB currently accessible on the GPU.
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// One draw call can access only at most one range - the same memory is
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// accessible through different buffers based on the range needed, so aliasing
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// barriers are required.
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bool MakeScaledResolveRangeCurrent(uint32_t start_unscaled,
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uint32_t length_unscaled);
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uint32_t length_unscaled,
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uint32_t length_scaled_alignment_log2 = 0);
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// These functions create a view of the range specified in the last successful
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// MakeScaledResolveRangeCurrent call because that function must be called
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// before this.
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