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VideoBackends: add a way to load data into a specific level AND layer, default to layer 0
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@ -203,7 +203,7 @@ bool DXTexture::CreateUAVDescriptor()
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}
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void DXTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
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size_t buffer_size)
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size_t buffer_size, u32 layer)
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{
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// Textures greater than 1024*1024 will be put in staging textures that are released after
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// execution instead. A 2048x2048 texture is 16MB, and we'd only fit four of these in our
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@ -301,7 +301,7 @@ void DXTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8*
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const u32 aligned_height = Common::AlignUp(height, block_size);
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const D3D12_TEXTURE_COPY_LOCATION dst_loc = {m_resource.Get(),
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D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
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{static_cast<UINT>(CalcSubresource(level, 0))}};
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{static_cast<UINT>(CalcSubresource(level, layer))}};
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const D3D12_TEXTURE_COPY_LOCATION src_loc = {
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upload_buffer_resource,
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D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
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