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Direct3D buffer-to-texture copies don't need a temporary buffer #7748

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@jimblandy

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@jimblandy

To fix #4150, the direction we're pursuing in #7721 is to copy the unaligned data into a temporary buffer, properly aligned. But surprisingly, there is another way to fix this that requires no temporary and a constant number of copies.

Dawn implements this, with lots of comments. The 3D version is very challenging, but it can be done.

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