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Changes to Memoryless texture setting
- Added extensive validation: - Load & Store actions are validated - TextureGpu::copyTo validates - AsyncTextureTicket validates - StagingTexture validates - Validation is used on non-tilers too, to ease development and cross-platform compatibility & testing. - Replaced TextureFlags::TilerDepthMemoryless with DepthBuffer::POOL_MEMORYLESS - Eugene's code was more aggressive in deducing if memoryless could be used, but this would break advanced user cases (i.e. where UAV / Compute Shaders are involved). While it might be possible to deduce a that a NotTexture + RenderTexture + not UAV should be memoryless, such specific flag combination implies the user knows what they're doing and can request the memoryless explicitly. Discardable does not mean it's safe for the texture to be memoryless, since Discardable is for content that can be discarded for the next frame, but it may still be accessed during the same frame. Explicit MSAA are almost never intended to be memoryless. - Make implicit MSAA textures always memoryless - "WindowMemoryless" replaced with per-window setting memoryless_depth_buffer
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