[D3D12] 128 megatexel limit explanation based on the spec [ci skip]
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@@ -1413,8 +1413,9 @@ bool D3D12RenderTargetCache::Resolve(const Memory& memory,
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if (copy_dest_committed) {
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// Write the descriptors and transition the resources.
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// Full shared memory without resolution scaling, range of the scaled
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// resolve buffer with scaling because only 128 R32 elements can be
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// addressed on Nvidia.
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// resolve buffer with scaling because only at least 128 * 2^20 R32
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// elements must be addressable
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// (D3D12_REQ_BUFFER_RESOURCE_TEXEL_COUNT_2_TO_EXP).
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ui::d3d12::util::DescriptorCpuGpuHandlePair descriptor_dest;
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ui::d3d12::util::DescriptorCpuGpuHandlePair descriptor_source;
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ui::d3d12::util::DescriptorCpuGpuHandlePair descriptors[2];
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