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d3d12: Try not to overcommit texture memory
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@ -250,6 +250,9 @@ size_t D3D12GSRender::UploadTextures()
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}
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Texture->Unmap(0, nullptr);
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size_t powerOf2Height = log2(heightInBlocks) + 1;
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textureSize = rowPitch * powerOf2Height;
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assert(m_textureData.canAlloc(textureSize * 2));
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size_t heapOffset2 = m_textureData.alloc(textureSize * 2);
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