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d3dx12.h fix for render pass depth/stencil comparision operator
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@ -2723,7 +2723,7 @@ inline bool operator==( const D3D12_RENDER_PASS_DEPTH_STENCIL_DESC &a, const D3D
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{
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{
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if (a.cpuDescriptor.ptr != b.cpuDescriptor.ptr) return false;
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if (a.cpuDescriptor.ptr != b.cpuDescriptor.ptr) return false;
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if (!(a.DepthBeginningAccess == b.DepthBeginningAccess)) return false;
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if (!(a.DepthBeginningAccess == b.DepthBeginningAccess)) return false;
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if (!(a.StencilBeginningAccess == b.DepthBeginningAccess)) return false;
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if (!(a.StencilBeginningAccess == b.StencilBeginningAccess)) return false;
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if (!(a.DepthEndingAccess == b.DepthEndingAccess)) return false;
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if (!(a.DepthEndingAccess == b.DepthEndingAccess)) return false;
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if (!(a.StencilEndingAccess == b.StencilEndingAccess)) return false;
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if (!(a.StencilEndingAccess == b.StencilEndingAccess)) return false;
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return true;
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return true;
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