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don't use small resource alignment for large textures
thanks to Emil for this one see https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ns-d3d12-d3d12_resource_desc#alignment for an explanation
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@ -423,7 +423,8 @@ static void gfx_d3d12_upload_texture(uint8_t *rgba32_buf, int width, int height)
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texture_desc.SampleDesc.Count = 1;
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texture_desc.SampleDesc.Quality = 0;
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texture_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
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texture_desc.Alignment = D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT;
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texture_desc.Alignment = ((width + 31) / 32) * ((height + 31) / 32) > 16 ?
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0 : D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT;
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D3D12_RESOURCE_ALLOCATION_INFO alloc_info = get_resource_allocation_info(&texture_desc);
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