[D3D12] 128 megatexel limit explanation based on the spec [ci skip]
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@@ -377,7 +377,8 @@ struct ResolveCopyShaderInfo {
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// shader (at least 2).
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uint32_t source_bpe_log2;
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// Log2 of bytes per element of the type of the destination buffer bound to
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// the shader (at least 2 because of Nvidia's 128 megatexel limit that
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// the shader (at least 2 because of the 128 megatexel minimum requirement on
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// Direct3D 10+ - D3D12_REQ_BUFFER_RESOURCE_TEXEL_COUNT_2_TO_EXP - that
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// prevents binding the entire shared memory buffer with smaller element
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// sizes).
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uint32_t dest_bpe_log2;
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