texture_cache: Implement subresource specific uploads #1451
+94
−22
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It is a common pattern for games to clear specific subresources of an image (either a mipmap or a layer). Bloodborne renders to an texture cube by individually clearing the faces with compute dispatches and rendering to them. Red Dead Redemption clears the first mipmap of images that have many. Without this handling subsequent usages of said image can either clear subresources that were rendered or trash the image with cpu data if a gpu buffer doesn't happen to cover the entire image size.
Before merging, support for images with more than 64 subresources needs to be added (will trigger an assert for now).