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d3d12: Do not reserve a lot more than necessary.
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@ -494,7 +494,7 @@ ID3D12Resource *uploadSingleTexture(
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size_t rowPitch = powerOf2Align(blockSizeInByte * widthInBlocks, 256);
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size_t rowPitch = powerOf2Align(blockSizeInByte * widthInBlocks, 256);
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ID3D12Resource *Texture;
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ID3D12Resource *Texture;
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size_t textureSize = rowPitch * heightInBlocks * 4; // * 4 for mipmap levels
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size_t textureSize = rowPitch * heightInBlocks * 2; // * 4 for mipmap levels
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assert(textureBuffersHeap.canAlloc(textureSize));
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assert(textureBuffersHeap.canAlloc(textureSize));
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size_t heapOffset = textureBuffersHeap.alloc(textureSize);
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size_t heapOffset = textureBuffersHeap.alloc(textureSize);
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