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[SPIRV][DirectX] Add reserved (sparse) texture support #1050

@inbelic

Description

@inbelic

Required for testing of sparse texture reads with CheckAccessFullyMapped on Texture2D resources with controllable tile mapping.

Current Status: DirectX supports reserved resources for buffers only. Vulkan queries sparse features but does not use them.

The first step will be to refine the following acceptance criteria for refinement/estimation.

AC:

  • Allow YAML test configuration to specify per-tile mapping (e.g. TileMap: [true, true, false, false])
  • DX: Create sparse texture heap and UpdateTileMappings() with per-tile coordinates
  • DX: Handle texture data upload for partially mapped tiles (per-tile-region copies)
  • VK: Enable sparse[BindingResidencyImage2D] to create sparse images and bind tiles
  • VK: Enable shaderResourceResidency for CheckAccessFullyMapped/OpImageSparseRead
  • Add independent testing of functionality

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