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D3D12: Hard-enable
D3D12SplitBufferTextureCopyForRowsPerImagePaddings
The toggle `D3D12SplitBufferTextureCopyForRowsPerImagePaddings` doesn't need to be defined as the code path it controlled before should always be executed. It is because: 1. In D3D12, the concept of `bufferLocation` specifies how to treat a region of a buffer as a texture. In buffer-texture copies `rowsPerImage` is used as the height of the `bufferLocation`, so if the buffer is not large enough to hold a complete `rowsPerImage` D3D12 debug layer will generate an error that the buffer is not large enough to hold a complete `bufferLocation`, which fully meets the concept in D3D12 and cannot say it a `bug` of D3D12 runtime. 2. Although `UnrestrictedBufferTextureCopyPitchSupported` has been used in Dawn we still need to split a buffer-texture copy into two in some certain situations because of (1). Bug: 42240278 Change-Id: I83981d92057b79661aa39ede66a611329b7cf8a4 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/218915 Commit-Queue: Jiawei Shao <[email protected]> Reviewed-by: Kai Ninomiya <[email protected]> Reviewed-by: Loko Kung <[email protected]>
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