GPUDevice: Add GPUDownloadTexture
Which can also be based in host/client memory. Use it for screenshots and VRAM downloads.
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@ -155,7 +155,6 @@ void D3D11Device::DestroyDevice()
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{
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std::unique_lock lock(s_instance_mutex);
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DestroyStagingBuffer();
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DestroyBuffers();
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m_context.Reset();
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m_device.Reset();
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@ -187,6 +186,7 @@ void D3D11Device::SetFeatures(FeatureMask disabled_features)
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m_features.texture_buffers_emulated_with_ssbo = false;
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m_features.geometry_shaders = !(disabled_features & FEATURE_MASK_GEOMETRY_SHADERS);
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m_features.partial_msaa_resolve = false;
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m_features.memory_import = false;
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m_features.gpu_timing = true;
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m_features.shader_cache = true;
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m_features.pipeline_cache = false;
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