[GPU] Properly handle scaled textures and weights
Fix d3d12 logic wrt scaling weights, add vulkan impelementation for using scaled texture offsets and fix resolution-scaled texture detection
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@@ -143,8 +143,13 @@ class TextureCache {
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if (!binding) {
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return false;
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}
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return (binding->texture && binding->texture->IsResolved()) ||
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(binding->texture_signed && binding->texture_signed->IsResolved());
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// Check if the texture is a resolution-scaled resolve target, not just
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// any resolved texture. Only scaled textures need coordinate adjustment.
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// Must check the texture's key, not binding->key, because scaled_resolve
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// is set in FindOrCreateTexture which takes the key by value.
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return (binding->texture && binding->texture->key().scaled_resolve) ||
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(binding->texture_signed &&
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binding->texture_signed->key().scaled_resolve);
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}
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template <swcache::PrefetchTag tag>
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void PrefetchTextureBinding(uint32_t fetch_constant_index) const {
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