Include face offset in source data offset
Fix just the first face being copied to all faces Test case: PerPixelLighting, PerPixelLightingVS
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@ -6102,7 +6102,7 @@ void CreateHostResource(xbox::X_D3DResource *pResource, DWORD D3DUsage, int iTex
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dwDstSlicePitch = 0;
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}
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uint8_t *pSrc = (uint8_t *)VirtualAddr + dwMipOffset;
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uint8_t *pSrc = (uint8_t *)VirtualAddr + dwCubeFaceOffset + dwMipOffset;
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// Do we need to convert to ARGB?
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if (bConvertToARGB) {
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