GPUDevice: Add GPUDownloadTexture
Which can also be based in host/client memory. Use it for screenshots and VRAM downloads.
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@ -261,7 +261,6 @@ void D3D12Device::DestroyDevice()
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WaitForGPUIdle();
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DestroyDeferredObjects(m_current_fence_value);
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DestroyDownloadBuffer();
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DestroySamplers();
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DestroyTimestampQuery();
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DestroyBuffers();
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@ -1195,6 +1194,7 @@ void D3D12Device::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 = true;
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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 = true;
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