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* Simpler light caching * Simpler cube cache as well, benchmark on RX580 goes from 248ms to 55ms * Fix logic * CRenderContext::CopyTexture copies slices for cube in one GPU command * Do texture copy in a layer so that we handle it all in sequence during scenesystem rendering * Use Transform Version instead of key, get cache texture only when we actually want it, as cheap for the cpu as it was before * Only do static caching if our light is static * Shared cache code for lights (including static cache) instead of duplicating * Potential fix for pull request finding In the vkCmdCopyImage path, dstOffset.y is set from nDestX instead of nDestY. This will copy to the wrong Y position (and can trigger out-of-bounds clamping/validation errors when nDestX != nDestY). Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com> --------- Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>